Mysterious rope constraint bug

so in our game we have a phone and the wire is a rope constraint. for some reason when the placeholder model was replaced with the actual model, the physics for the phone completely broke

placeholder (intended behavior):

actual model (broken behavior):

as you can see, the actual model has made the player trip when they walk too far instead of being restrained, and for some reason when you get up after tripping you start spinning???

the phone model (it is an accessory that gets parented to the player) is massless, collisionless, and not welded to anything other than the player. i’m really at a loss as to why this is happening

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Does your placeholder have more mass than your actual model? If so, i would make the model mass equal to the placeholder one, as I believe the mass on the placeholder allows the constraint to not affect the model… if you cannot change the model mass or don’t want to, you could also lower the force of the rope constraint so that it doesnt overpower your model.

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if anything it has less mass, whether massless or not. good idea though, i’ll try it

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Like @RMofSBI said, if you use constraints to attach Parts of different Densities there can be physics problems.
Also using Constraints with Humanoids can give issues too since they seem to have their own physics.