I’m not quite sure what exactly was changed or if it’s even specific to GetPartsInPart (it might be related to mesh geometry instead), but something changed yesterday that has suddenly broke a big feature in a game I work on. We have objects that spawn in certain positions nested inside complex geometry so we use GetPartsInPart (we can’t use raycasting in this case due to the ray starting from within the object), and those objects are suddenly detecting the object of the geometry that they’re inside even though they aren’t touching it.
We made absolutely zero changes to our game in the past few days, and it seems to coincide with a Roblox update.
I’m trying to set up a test file to send but it strangely seems to work alright in a test place in Studio, so I’m not sure if it’s an in-game only change or if it’s some sort of place-specific test that’s running right now.
Our use case is sort of like this video, except in game it seems to suddenly think it’s colliding in the middle area where the part is green:
that’s fine. can you send me a file, once that is published, then we can repro it in a game?
please specify the platform that you are able to repro it. thanks!
It’s happening on every device AFAIK (it’s code we’re running on the server so it’s a server side issue).
Here’s a file, but no matter what we try, we can’t seem to replicate it outside of the specific circumstances of our game. The script in ServerScriptService should at least better explain what we’re doing though, I guess.
What happens in our game is that it seems to think the visualized parts are 100% of the time colliding with the “galleyPart” objects.
The game is Cabin Crew Simulator - the issue seems to happen now every time a player creates a flight. It’s incredibly confusing because I ran the test within the game in studio and I can replicate the problem when I create a flight, but I can not replicate the problem when I try to purposefully repro it in any other scenario.
We are extremely certain that this was caused by some recent change done by Roblox - we have backup files of the game and tried versions from many months ago, where this issue did not exist, and those also no longer work as intended.
In this particular example this doesn’t seem necessary but we have some more complex geometry than this where we have to do this. There are probably some workarounds we can do (and changes in terms of efficiency), but we’re really wanting to avoid having to migrate the servers right now. If there’s some FFlag that can be flipped that’s causing this issue then that would be preferred.
I’m trying my hardest to set up a reliable repro for you but it seems that there’s something extremely specific happening and I can’t seem to nail it down.