Subject says it all pretty much. When a user is chatting in-game (from the time they press ‘/’ till they press ‘enter’), the rotation matrix of the player’s mouse.Hit property becomes NAN.
I discovered this when having issues with people flying my planes. When they would chat, they would get a ‘white screen’ issue, which was caused because the mouse.Hit property was being used to set the BodyGyro of the plane to the direction of the mouse. With the rotation matrix being NAN, it just goes crazy and breaks.
X, Y, and Z properties of the CFrame value remain fine.
I am currently checking for NAN in the rotation by doing the following:
local NAN = tostring(0 / 0)
function IsRotationNAN(cframe)
local n = select(4, cframe:components())
return (tostring(n) == NAN)
end
I’m glad that this is going to be fixed. In the meantime, a handy way to make sure numbers aren’t messed up is comparing it to itself, because 0/0==0/0 returns false
I had this issue to. It also affected the Mouse unit ray, and the X and Y coordinates of the location. I conveniently abused this feature to check to see when a player is typing. My way of checking was seeing if the magnitude of the mouse unit ray was 0.
Also, this “bug” as it so is called, only applied to certain computers and whatnot, as it did not reproduce on my laptop.
"But if they removed that functionality while fixing this glitch, then damn, that’s not fun… "
It’s not exactly a loss of functionality. If your game relied on it then it was already broken because the “functionality” brought by the bug, as Quenty said, was not actually reliable, it didn’t even work on all machines / platforms.