Jumping off a TrussPart is affected by FPS and Avatar Type

Explanation

When a player goes to jump off a truss, the distance in which they travel is different depending on their FPS and Avatar Type. In the videos attached below, I used a teleport button to warp my character onto a fixed place every single time, behind the truss there are 3 different colored parts each with their own purpose:

  • Green: The R6 jump Distance on 60 FPS / The R15 jump distance on 60 FPS
  • Red: The R6 jump Distance on 240 FPS
  • Pink: The R15 jump distance on 240 FPS

120 FPS, and 144 FPS mimic results similar to 60 FPS, therefore 240 FPS and 60 FPS are used to determine any differences

Furthermore, on any FPS higher than 60, there is an inconsistent chance (from my testing it seemed to be 1 in every 5) that the character will instead be “thrown” off the truss, with an animation of their arms swinging rapidly back and forth before landing. If this occurs, the jump distance will be reduced to whatever part is in front of it (ex: If thrown off the truss on 240 FPS with an R6 Avatar, the character will land on the green part instead of the red). This also includes 120 and 144 FPS, however if you are thrown off the truss on these rates you will just land on the green part

Videos

R6:

R15:

Repro

You can test this bug in this place here:
testPlace.rbxl (67.0 KB)

System Information:
AMD Ryzen 7 5800X 8-Core Processor, 16 GB, NVIDIA GeForce 3060 Ti

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