Lilly asked me to respond to this, as we use these glitches very often in clans:
From what I’ve seen, it’s pretty much as she said. PGS allows you to basically teleport through parts where a seam is present (even where there isn’t a seam, you can use other players to create a corner to use) and non-PGS allows you to fling (Just for clarity’s sake, PGS glitching will be referred to as wall-glitching and non-PGS glitching will be referred to as flinging. These are the popular name conventions I’ve seen).
PGS instructions are similar to what Anaminus said, but I’ll reiterate and clear up some ambiguities / inconsistencies I’ve seen:
- Walk up to any corner. This can be a single corner of a large brick you’d like to go through, or it could be a thin wall with a player braced against it so you can use them as a corner.
- Face the direction you want to travel (not in first person). You will go in roughly the direction your character is facing.
- Turn your camera so you are 180 degrees opposite your character’s facing direction. This allows you to walk backwards holding S without moving. If you do move, you need to find a different angle or a better corner to use.
- Hold S and zoom in to first person, or activate mouse-lock. I’ve found mouse-lock is less reliable (I suspect because it slightly offsets the camera from the character’s center). You can do this without holding S, but I’ve seen the best results while pushing into the corner.
You can do this glitch by facing your character away from the corner and your camera towards the corner, but I find that the method described above is more reliable.
As far as distances able to be traveled like this, I experimented a bit and found that you can go through a solid wall that is roughly 1.8 studs thick without any issues (using another player as a corner) and with a regular corner, I’ve been able to reliably phase through a 9x9 square pillar to the opposite corner. The absolute farthest I’ve seen anyone go using this glitch is across a part of about 35 studs, but it seems to be very iffy above 10 studs. If there are parts blocking where you would end up, your Y coordinate can also be affected, though I’ve not been able to reliably replicate this. Up to ± 30 studs of height change can happen, sometimes your character ends up glitching out (either ending up tripping or stuck between parts).
Oh, and another thing you can do with PGS on is push another player into a corner and cause their body to permanently disappear, I suspect by launching them at ridiculous speeds.
For non-PGS flinging, it’s a lot more reliable, as it doesn’t let you go through walls. Instead, you phase slightly into the wall and then it pushes you out, often at very high speeds. As it’s been said that this will not be fixed, I won’t go into more detail (unless anyone feels it is necessary). Just know that non-PGS allows players to go at incredible speeds when there are walls around, whereas PGS allows players to break into areas they shouldn’t be able to.
Place we used for testing, ignore the shattering glass.