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.

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.
