Jump Flinging Characters

This isn’t fixed.

If I switch Adaptive to Fixed it fixes the issue, but I don’t want to use any outdated properties.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.

@Hajimalago I forgot to ping reply you, please read the above

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.

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Also, is this happening in your live game?

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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.

tl;dr, it seems the issue has resolved itself.

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;


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Hey Sinne, thanks for the report, and sorry for the disruption. I’ll be looking into this issue right away. Seems like this is happening in your live games, correct?

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Yes that’s correct, live game and studio both.

Also getting reports in our games of players getting suddenly flung by certain abilities where there were no issues before a few days ago.

Seems to be abilities where welds are created between characters or characters are anchored & unanchored.

PhysicsSteppingMethod is set to Default, which I believe defaults to Fixed currently? Seems like some of the physics changes made this update are still causing issues.

Think again:

Does changing it to Fixed fix the issue?

Ah! The wiki said it was still Adaptive on the Enum page… :frowning:

Not sure if changing it to Fixed has any effect yet, will have to monitor things.

Those are never updated like they used to be eight years ago. #updates, on the other hand are always updated.

Changing it to fixed should be working if you have the same issue. If not, try creating a repro file and a separate bug report, though OP doesn’t seem to know either:

As of today (March 29th) the default stepping method is still “Fixed”. If you are experiencing any issues, there might be a different cause for it. Do you have a repro for the bug your game is experiencing? Also, if you could post a link with to your game I can try it out to see if I can find anything.

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Hey Sinne, I was wondering if your game is still experiencing the issue. I’ve been playing your game briefly the last few days and wasn’t able to run into any issues. Do you still have adaptive stepping turned on in your game?

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Based on your videos it seems like its clients experiencing the issues so I’ve also been trying with adaptive stepping enabled locally on my client and didn’t experience the issues. Just trying to rule out the possibility of stale flag settings on any clients.

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We have not been experiencing this issue anymore, it works fine in game and in studio for us.

We did change from adaptive to fixed just after I sent the message in this thread, which fixed the issue.

Previously with adaptive stepping the issue was really specific; it only occurred when 1. You had pets equipped and 2. Your dummy is thrown & in the air. I just tested this again locally and it does still occur.

To replicate best:

  • Equip 3 or more pets
  • You can set your power locally (Number attribute under your player instance named ‘Power’), to any high number such as 100000000000. This is just so your dummy stays in the air longer & you have more time to replicate the issue.
  • Throw the dummy, then just run around in a random pattern, stopping from time to time, while your dummy is in the air.

The glitching occurs randomly, but I am able to replicate it 100% of the time.

Hey Sinne, thanks for guiding me through the repro. I followed your instructions (bought 3 exclusive eggs! :laughing:) and was able to replicate this issue. Seems like you are using some type of constraints to attach pets to the humanoid, and the mechanism including the humanoid seems to be becoming unstable. Before the recent update the mechanism was defaulting to 240hz most of the time so the problem wasn’t as pronounced. Note: Mechanisms that have Humanoids included in them are finicky when running below 240hz in our experience. Would recommend that you keep the physics stepping method in your experience as Fixed for the time being.

I think this is an interesting case that we might want to look further into. This isn’t necessary an outright “bug”, but more of a limitation of stability properties of the (soon to be) legacy Humanoid controller. I suspect you would be super busy building games, but was wondering if you could provide me with a stripped down version of your humanoid setup with several pets attached to it. Hopefully we can get a better understanding of what’s happening here, which will help us release more updates that will overall improve the lower frequency physics experience :slight_smile:

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Thanks for taking the time to check out the problem! Definitely seems interesting with how oddly specific the conditions have to be, we struggled for many hours trying to solve it, thinking it was something on our end :laughing:

I attached the humanoid setup here, hope it helps!

PhysicsSteppingMethod_Repro.rbxl (108.6 KB)

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