MeshPart CollisionFidelity broken on server

Within the last few days the MeshPart.CollisionFidelity seems to have been broken on the server - potentially getting set back to ‘Default’ instead of ‘Box’ or ‘Hull’. Previously we were setting the MeshPart.CollisionFidelity to ‘Box’ so that we could have meshes with gaps in the surface that would still maintain box collision so that players could not move through them or select smaller meshes contained within the outer mesh.

Today we noticed a bug where this CollisionFidelity is not functioning as intended on the server, but it is still behaving properly on the client (in Studio).

Here is a non-copylocked simple repro place with a MeshPart that shows the issue.

Notice the MeshPart CollisionFidelity is set to ‘Box’ in Studio, and you cannot run through it locally. However playing on the server behaves differently and you can jump through the gaps.

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Oddly enough I was able to get the intended result by changing the property when in Studio a few times, it seems that when the CollisionFidelity property is changed in Studio it doesn’t consistently change the decomposition geometry.

Here’s a place file that the MeshPart has a Box collision on the server:

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I’ve seen this issue before. Something in Collision Data gets corrupted and it uses the wrong one. Usually changing the fidelity there and back resolves the issue. I’ll try to track it down, not sure how this happens but I’ve seen reports in the past.

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