Sorry for the disruption in your game! There was a major update on adaptive stepping at the time and we currently rolled back the flag. Can you let me know if your experience is working as intended now?
If I switch Adaptive to Fixed it fixes the issue, but I don’t want to use any outdated properties.
What can I do to fix this??
And no, before anyone comments, this has nothing to do with my scripts. I disabled all scripts that modify character movement, and while they slightly help with the issue, the issue still occurs as long as I move, or jump.
This is obviously an issue if switching Adaptive to Fixed solves it permanently.
Hey! Sorry for my late reply. Can I ask if updating studio to the latest version mitigates the issue? If not, would be super interested in getting a stripped down version of your place to see what is going on.
Studio didn’t have any available updates, and I did restart it multiple times last night to try to see if it had an update of any kind. It didn’t, and the issue persisted.
However, today upon checking the experience in studio the problem seems to have been solved even when set to Adaptive.
I wonder if I somehow got a Flag enabled accidentally while you guys were tinkering around with stuff on your end. I was in studio at the same time it occurred, and I never left the session.
It seems the issue was able to occur even while I was in the build. I just hadn’t play tested for 2 hours as I was programming a hefty script (nothing related to character movement though!)
I did also test my live game, and the issue wasn’t present. Roblox Player had an update last night, while studio didn’t so I wonder if that’s why it didn’t occur with the Roblox Player, and it did with Studio.
Hey @Hajimalago, our game has recently picked up a ton of reports of character flinging randomly. The first report was May 24th, our most recent publish to our game was May 20th. This is pretty serious in our case, the flinging is really frequent for some players & we are getting a significant amount of reports.
Changing PhysicsSteppingMethod to Fixed does fix the issue so we’ll rely on that for now.
Some examples of these reports from our community;