My humanoids behave normally in studio, and work the way they’re supposed to. However, when in a live game, they start flinging into the air. I’ve tried everything, but nothing seems to solve it. Is there any known solution to this behaviour of humanoids?
I’m currently on mobile, so I can’t check. I even tried making them all a collision group at some point to make sure it wasn’t the parts glitching each other.
I can’t access a computer until tomorrow, but I’m positive it’s not the code. The code just uses basic WalkToPoint and the new pathfinding. It could be something with the descendants, I’ll post a picture when I can.
This issue is likely to be specific to your model or scripts and just showing us the hierarchy isn’t enough information to help you. You’re going to need to upload a repro file of either the dodo model or a simplified model that still experiences the issue. If a simplified model does not experience the issue, then you should start removing parts of the original model until you find what’s causing the problem.
The best solution I have found for this type of thing is to set the root part’s density to max and the rest of the parts to minimum. After that you can fiddle around with the root part’s size and shape. I’ve found that a flat square shape (e.g. 3 x 1 x 3) is usually the most stable, but you might have to adjust it a bit to find a size that works for your specific humanoid.