Local part = a part what was created by a local script
So when i create a part with local script and let it fall into destroy height it will not get destroyed
, instead it will get stucked under the destroy height, when spawning alot of local parts it can get laggy
I tested it in game and studio, its same on every device i suppose (i have windows 11 and android 13)
here is a simple local script for recreating the bug :
local part = Instance.new("Part")
part.CFrame = CFrame.new(0, 0, 0)
part.Parent = game.Workspace
please put the local script into Starter Player Scripts
Expected behavior
The part is supposed to be destroyed when it reach Fallen Parts Destroy Height
Thanks for letting us know about this! I was able to repro. Local parts that fall below the FallenPartsDestroyHeight should have their network ownership reassigned to the server, but that isn’t happening. We’ll track this down and fix it.
Hi! I was just wondering what the status on this is at the moment?
We’re experiencing the exact same issue in our game for a long time, but I’m not sure if there already were any efforts recently published aimed at resolving this, or if it’s still in the works.
Hi, we actually released a fix for this bug a few weeks ago, but it ended up causing a lot of other experiences to have problems (likely because they relied on this “buggy” behavior somehow) so we reverted it. Unfortunately, it’ll take some time to release this without causing too much chaos. Until then, is this fixable by creating a custom killplane client-side in your experience above the Workspace.FallenPartsDestroyHeight that destroys parts when its .Touched event is fired?
Fun fact, the moment that fix was released to production, some of our in-game cutscenes broke because apparently a bunch of NPCs that, unbeknownst to us, endlessly fell down into the void until called upon due to collision issues. So with the fix published they’d just be gone ( ̄▽ ̄)"
On the bright side, it helped us identify a problem on our end…
Yes, I can think of several ways to combat this issue in the meantime and I’ll experiment with your suggestion as well, thanks!
Goodluck to the team!
For those who wish to track the status of the fix, see the bottom-most patch note in the release notes
I personally have the following experience with this “behavior”, which other experiences may have too. May.
I have main map and building map, main is in the workspace, building is in the Replicated storage. Players can move between this 2 folders (cuz player characters are locally controlled they can move even in this situation), and when they do so, 2 maps swap their parents. In the case of main map, character when fell gets destroyed and respawned. In case of building map, I begin track where player is by Y axis, and move player back to spawner if he fell down to compensate this “issue”.