Issue with server/client when BreakJointsOnDeath = true

When a dummy humanoid dies and BreakJointsOnDeath = true, if the client touches the broken parts, the dummy gets put back together for the client. The server still sees it as broken. This happens in studio and in game. It doesn’t matter whether server has ownership or not.

BreakJointsBug.rbxl (87.9 KB)

Expected behavior

I would expect that the dummy would stay “broken” for both the client and the server.

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Hi @TBodda, my name is Rashid and I’ll be looking into the issue you have reported. Thank you for bringing it to our attention!

The first step is that I’ll need to reproduce the issue in order to investigate it further. But I currently am unable to reproduce it. There may be some steps I am missing, I’m particularly curious as to if you have done anything specific to set both of the dummy-avatars into a dead state?

Here are the steps I’ve gone through and the observations I had witnessed:

  1. Launch Studio.

  2. Open the file supplied in this ticket, “BreakJointsBug.rbxl”

  3. Set the Studio menu option: “FILE->Studio Settings->Physics->Are Awake Parts Highlighted” to be checked.

  4. Click “play”

OBSERVATION1: Neither of the dummy avatars begin with any highlights, thereby showing that their parts are not yet “awake” in the physics engine.

After a bit over 70 seconds, the avatar named “OwnerNotSet” shall have its body parts highlighted. While the avatar named “ServerOwned” does not become awake even if I wait for much longer periods.

OBSERVATION2: While an avatar does not have any highlights, if its health is reduced to 0, then it does not fall apart now nor will it fall apart if it later gains highlights. I had set its health to 0 by either selecting its “Humanoid” object in the Workspace and manipulating that object’s “Game->Health” property. Or optionally, by running the following in Studio’s command field: “Workspace.OwnerNotSet.Humanoid:TakeDamage(100)”, where “OwnerNotSet” can be substituted with “ServerOwned”.

OBSERVATION3: Once the wait-period has passed which causes “OwnerNotSet” to gain awake-highlights, then setting that avatar’s health to 0 causes it to break apart. If the player then walks into the broken pieces, it does NOT reproduce the reported bug. That is, the pieces remain detached.

OBSERVATION4: One can force either avatar to become “awake” by moving the player into that avatar, but only for so long as the player is colliding with it. Even then, the reported bug does not reproduce if that avatar’s health is set to 0.

(Even though I am not able to reproduce the reported issue using the steps above, the fact that the dummy avatars do not always fall apart when their health is set to 0 might be another issue in itself.)

Are there steps I am missing? Thank you for any clarification.