[FLINGING] How to disable physics for a player's vehicle/assembly and another player's character

Self-explanatory: vehicles that are network-owned by the server behave using conventional physics and mass rules; they overpower character forces.

When someone gets in a vehicle and sets its network ownership, it starts being freely moved by any humanoid force or body part.

This has caused heavy flinging issues in my game and really needs fixing.

Extreme example of flinging:

When the server has ownership of the vehicle:

Ownership of another client:

Never encountered this issue before; never seen it in other games. Wish other characters just didn’t interact with network-owned assemblies period, as I remembered. This happens to non-cars as well, including unanchored turrets; even with super high mass, they still fling and move as if they weigh nothing.

BIG NOTES:

  • Happens on all vehicles and unanchored assemblies that are network ownership set
  • Increasing the mass does NOT help
  • Randomly started happening; can’t tell you when
  • Here are my workspace settings:
  • Changing physics stepping method did not help

PLEASE help me disable physics for a player’s vehicle/assembly and another player’s character

Any help is appreciated. Thank you.

Bumping this because it’s happening between vehicles as well. Landing a helicopter on another player’s aircraft carrier causes the carrier to sink, even with all forces disabled. This NEVER happened before.

A (somewhat) easy solution to this problem, is just disable all collisions on the vehicles except for the owner / driver.

For other players, just have a client sided hitbox that moves with the vehicle, probably through an AlignPosition or something of the sorts.

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CollisionGroups is a much cleaner way to handle this than manually toggling CanCollide on every part. Just set up a group for vehicles and another for players so they don’t interact, then use the client-side hitbox for visual collision if you actually need it.

The hitbox exists cause you need to actually stand on vehicles, like ships and aircraft and stand inside armored personnel carriers. This hitbox solution isn’t exactly scalable across the over 40+ vehicles I’d have to make it for.

Then you shouldn’t be using individual hitboxes for every vehicle. Just use a single collision group for all vehicle parts and one for players, then handle the ‘standing’ part with a generic platformer-style script or just let them collide with a specific layer of the vehicle that isn’t in the ignore group.

Bumping this again. Still encountering this issue. Solutions provided are either extremely tedious and/or do not help with the issue.

A solution that I figured out was changing everybody else’s collision group to one that doesn’t collide with anything on the client of the driver, but this only seemed to work when testing in Team Test, and the collision groups seem to just reset in-game and/or not apply entirely no matter what I do.

Again, this randomly started happening, and I have no clue why. Yes, I’ve disabled every Roblox beta.

Believe I’ve fixed this.

Basically did the counter to my previous idea.

By default the startercharacter is in a zero collision collision group

When a character is added the client will set its own collision groups to default, but on its end, everyone else is noclip.