[Engine Bug?] Seat:Sit Fails Reliably

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  1. What do you want to achieve? Keep it simple and clear!
    I have NPCs walking up to a chair, sitting in it, getting up leaving, and a different NPC comes up sits, etc… (like people going to a restaurant.)

  2. What is the issue? Include screenshots / videos if possible!
    After a few times of the NPCs sitting, despite the humanoid showing they’re not sitting, and the seat showing it’s unoccupied, I get an engine error “Sit : This Seat is occupied” error, along with animations being odd, and the following impressive chair sitting technique.
    SitThisSeatIsOccupied

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    Thankfully I found Burgerio’s post that was updated after the fact, which said the seat weld may not get deleted. Then with a new direction to explore, I found seat:FindFirstChild(“SeatWeld”):Destroy() in the docs.

Adding that line fixes this sneaky sitting issue, and my NPCs can continually sit down and get up without seats becoming permanently occupied, despite appearing unoccupied.

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Thanks @rotbotrotbot , your old thread saved me from being confused for days, because I was about to rewrite all of my code, when it was not an issue with my code!

Again, solution for me right now appears to be breaking the seat weld manually every time someone leaves a seat. seat:FindFirstChild(“SeatWeld”):Destroy() (as jumping is harder for NPCs)

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