As part of our ongoing efforts to improve Humanoid performance, we are deprecating the
HumanoidStateType.RunningNoPhysics state in a few weeks:
- The Humanoid will not change to this state automatically
- Any attempt to set the Humanoid to this state will result in it being in the
This is necessary as part of the effort to allow Humanoid updates to be processed in parallel using the multiple cores and threads of modern computer hardware.
RunningNoPhysics state is intended to be equivalent to the
Running state and is used when the character is on the ground (either running or standing). The Humanoid automatically switches between these two states while on the ground based on proximity of other physically simulated objects to the character.
When the character is near other objects or when it has recently entered the grounded state, like landing after a fall or a jump, the Humanoid will start in the
Running state. If the Humanoid then detects that there are no nearby physical objects after a few seconds, it will switch over to the
RunningNoPhysics state. Then, when the Humanoid detects an object nearby, it will automatically switch back to
Running state to use the more accurate collision detection to handle any possible collisions with these objects.
RunningNoPhysics is a simplified collision model used to improve performance by not having to perform more expensive collision tests if there are no nearby physical objects. With the addition of our parallel update, though, the improvements in performance due to the use of multiple threads is larger than the savings granted by the
RunningNoPhysics state. As a result, when running in the new parallel mode, the Humanoid will not switch into the old
RunningNoPhysics state and will remain in the
The Enum.HumanoidStateType.RunningNoPhysics enum will remain to prevent scripts and other references from breaking. But if you have scripts that depend on particular
RunningNoPhysic state, as opposed to
(Running or RunningNoPhysics) , this may cause issues. Please review your scripts if you feel this may be an issue for you.
The switch to change this behavior will not be made immediately, and we will follow up with another post on this thread when this change goes live. The change is likely to take place in the second week of October, pending the results of our final tests.