Can you please remove or at least supress the warning that appears when the Density gets clamped to 0.01, an old game im debugging is flooding the console with this warning because it historically set the density of multiple parts to 0.
Warnings like these should appear either once, or only in Studio.
The warning will stop reporting after 100 reports. Please keep in mind that starting May 13th, you will have to opt-out of this update to avoid any changes to your experience and starting June 10th, you will not be able to opt-out anymore.
We highly recommend that you fix this clamping and explicitly set the density to 0.01 to avoid the warning and to avoid any changes to your experience down the road.
As of now, we do not have plans to adjust the maximum part density since our current maximum is higher than the densest material in the real world. However, we’re always willing to hear y’all out and reconsider.
What are you hoping to achieve with a higher density that you’re not able to do now?
I think what needs to be fixed is the quality of the physics because those who try to create physics train games always have a problem with that. We would like to have a physics like in GMOD
Will we ever be able to set physics attributes like mass and inertia tensor manually? And will we ever get an event for when two parts actually collide and the resulting the impact normal and impulse so we don’t have to keep using .Touched workarounds?
I want to create the time scale feature.
I could weld transparent parts to increase weight, but it would be better if Roblox offered a wider range of physical properties, rather than forcing the creation of cumbersome operations.
Also, in fantasy or fiction, small but very heavy objects often appear, and implementing these can be challenging.
It’s super cool to see how you’re thinking about building your own Time Scale functionality. Our team is currently looking into what it’d take to provide this feature to y’all out of the box.
Regardless, I’ll bring up this request with the rest of the team and let you know if we decide to make any changes.
I recommend turning this lowered minimum into either a long-term Workspace IncreasedDensityRange property or make the change only apply to games already opted in or updated after June 10th. Games that are no longer being updated might rely on the higher density minimum and it wouldn’t be ideal to break those games.
That works, but here’s another problem… When I set the part’s density to 0.0001, everything is fine, the part floats up in the air when playtest. I published the game to Roblox and closed studio. Now when I reopen the same game in studio, the density of the part is reset back to 0.01 instead of 0.0001
I’d also like to mention, games on less scale than 1-1 (eg : 1/4) will have harder times making parts the weight they reasonably should be despite 100 density, an entire house’s wall weighs significantly less than what I and others intend for it to with physics (sometimes they’ll only weigh upwards of 10 RMU when we need upwards of 300 RMU).
We have an important update regarding the rollout of our future minimum part density of 0.0001. Due to a bug that we uncovered and are actively working on, we have decided to delay Phase 2 and Phase 3 of this rollout by 4 weeks. This change is intended to ensure a smoother transition for all experiences, giving creators an extra month before potentially experiencing game-changing effects. This should not limit anybody who wants to use this change in their experiences from doing so.
For more information on whether your experience will be affected or not, and how to fix it if so, please refer to the original post below.
The new timeline is as follows:
Phase 2 (June 10th, 2024 - July 7th, 2024)
Phase 3 (July 8th, 2024 onwards)
We apologize for any inconvenience this may cause and appreciate your understanding. Please let us know if you have any questions or concerns.