What happens is when the Character is removed or destroyed by a local script any local parts inserted after that will not have any physics, and appear to be anchored.
it works fine if the character is destroy/removed by a server script.
I think this should be fixed since if there were local parts inserted before character was destroy/removed there physics still work, when local parts are inserted after they don’t work. idk seems like a flaw, I think it would either disable all local physics or not disable them, not disable only physics for newly created local parts.
sorry if already reported, I just thought posting a 100% reproduce would help solve it faster, as it is still broken, and I couldn’t find the other thread on this.
This seems as if it’s not a Roblox bug. Technically that is suppose to happen. There is a “bubble” around your character that you are assigned to do physics for. If parts are in that “bubble”, your client does physics for them. When your character is deleted, there’s nothing else to do the physics because they were local to only you. This could be wrong, but this is what it seems to be.
then explain how local part’s (created before the Character is deleted) physics still run perfectly fine. imo local part’s physics should always be handled by the client regardless of whether a character is present or not.
This still happens, even when setting network ownership, and is frustratingly inconsistent (sometimes parts refuse to be moved by the client even if ownership belongs to the player and the character is present, other times parts perfectly move even without a character).