Attempting to read a player’s position on the server is suddenly always returning the Vector3 position at which the player spawned. This broke everything in our game.
Expected Behavior
The player’s position should change when the character moves, just like it always has.
Actual Behavior
A constant Vector3 position is returned, even though I’m walking around:
Issue Area: Engine Issue Type: Other Impact: Critical Frequency: Constantly Date First Experienced: 2022-07-22 04:07:00 (-05:00)
It’s happening for CFrame and Vector3, just in Studio. I’m not sure if other properties are affected – I just stepped away from my PC. Everything works just fine when I publish the game and play via the Roblox website.
Thanks for the response. I wasn’t able to reproduce this issue on just a baseplate, and I am the only one in my Team Create group experiencing this. All drafts are committed. It is now also happening in live games as well. It’s been happening on two different devices (Macbook Pro and my PC).
Edit: This is now occurring in live games as well.
Just to provide some more information: nothing replicates from the player’s character. Here are screenshots from the server & client (notice the player is in a different position. On the server, the character hasn’t moved from the spawn location. On the client, I’m walking around normally)
I hesitated to add to this as my issues are intermittent and seem only tangentially related, but I’ve also been catching sporadic position desync issues on Ultimate Driving since yesterday, mostly in Studio but I think a developer caught something similar live as well.
The couple of times I’ve seen it, it manifests itself by two players seeing their avatars or vehicles in different places at the same time, and this wasn’t happening prior to Thursday night / Friday morning.
I haven’t been able to consistently reproduce it and it doesn’t seem to be a constant issue, but it bears some resemblance to the main issue reported here.
FWIW, we were never able to reproduce this - It would be useful to have an isolated repro level if it is still happening.
We haven’t rolled out anything that would break client → server Physics replication.
It’s been a while so I can’t remember the cause, but it had something to do with a weld that was preventing replication. It was my fault IIRC. Thanks for the response