MeshParts with Box CollisionFidelity randomly set to 0 Mass

Lately we had some parts with constraints attached randomly glitch out and fling all over the place. After debugging and comparing to older versions of the model (from older versions of the place) we realized the only difference was their mass. It somehow got changed to 0.001.

It was a MeshPart with CollisionFidelity set to Box. When I set it to Default then Box again, it did reset its mass, but it was inconsistent from what it was before. For example, the door model we had used to have a density of 3.546, but now it’s 1.954 without any changes.

This wasn’t too big of an issue, but now we have to iterate through some of our MeshParts that had constraints attached and make sure none of them glitched out.

This happened on one of our places. Last time it was fine was on this version.
image

I was able to make a repo place with some of the MeshParts affected.


MassBugRepo.rbxl (56.0 KB)

The green meshes were the original older versions, before this weird bug occurred. Their mass is the highest.
The red meshes are the result of this weird bug.
The yellow meshes are the result of setting their CollisionFidelity to Default then back to Box, which theoretically should make them revert back to the green part’s mesh, but it doesn’t.

You can try this yourself by changing the red mesh’s ColliisonFidelity to Default then Box again, then check the Mass property.

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Thanks for reporting! We’ve reverted a change that could potentially lead to this issue. Please restart studio to see if you can still reproduce the issue. Thank you!

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thanks for the quick fix, though I couldn’t tell if the fix worked. for example the test place mentioned earlier and the repo file still has the same inconsistencies

If you download an older copy of the place file and open it again, do you see the same issue that the mass is changed?

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The older files had and still have the correct mass. Sorry if I explained it wrong, the changes randomly happened in one of the new place versions. We don’t know why. The only true way to revert this is to overwrite the current place with one of the older versions (which is what we did). The mass is still inconsistent if I change the CollisionFidelity to Default then back to Box again.

The bug has been fixed now. Thanks @APandaPoet!