Earlier while testing I noticed a bug in which the player’s character experiences varying levels of friction depending on the framerate of the client. I’m using an R6 rig with the following key characteristics:
- No Humanoid
- Every single part is massless
- Every part except the HumanoidRootPart has collision disabled
- The character is client owned
- The GroundSensor is updated manually per-frame by the client
- The ActiveController is set to nil when airborne; otherwise, the ActiveController is always the GroundController
Video of the issue (Normal friction at 240fps, barely any friction at 60fps):
In the video I am not pressing WASD at all to influence movement. A singular force is applied by modifying the HRP’s Velocity property just once.
Expected behavior
Expected Behavior:
Friction is unrelated to client framerate and should be consistent.