Part Parented from Workspace to ServerStorage then back to Workspace Seemingly Falls Asleep Near a Player's Character

Hello,
Whenever a part near a player’s character gets parented from Workspace to ServerStorage then to Workspace, it seemingly falls asleep. I started noticing this bug on 2025-06-30T18:00:00Z. This bug still happens with plugins disabled. I linked a reproduction file.
Reproduction Steps
These steps reproduce the bug 60-70% of the time, and it may take a few tries to reproduce it.

  1. In the top left in File > Studio Settings > Physics, enable “Are Owners Shown” and “Are Regions Shown” to visualize the network ownership radius along with the network owned parts.
  2. Open the reproduction file I linked in this post and play test it solo.
  3. Wait for the “network ownership radius” green circle to increase in size. In the reproduction file I linked, the network ownership green circle should be big enough to make most of the parts network owned by the client (I don’t know if the size of the green network ownership radius circle plays a part in how likely the bug occurs).
  4. Go into first-person view and get as close as ~6 studs away from one of the parts in the reproduction file. Do not touch the part as you get close.
  5. Face your player character parallel to the part.
  6. Switch from the “client-side” view to the “server-side” view (click on the blue computer icon beside the play-test red stop button).
  7. Place the part your character is facing parallel to in the “ServerStorage” container in the Explorer.
  8. Change the Y component of the position to 3 of the part that your player character is parallel to.
  9. Place the part back to the “Workspace” container in the Explorer.
  10. The part should stay floating in the air until your character interacts with it.

Demonstration:

System Information

  • Windows 11 Home version 24H2
    
  • 12th Gen Intel(R) Core™ i7-12700H
    
  • 16.0 GB RAM
    
  • NVIDIA GeForce RTX 3070 Laptop GPU
    

Beta Features
Assistant Mesh Generation
Dragger QoL Improvements
Haptic Effects
New Luau type solver
New Studio Camera Controls
Next Gen Studio Preview
UIDragDetectors

Reproduction File
parts_asleep_physics_bug_place.rbxl (55.7 KB)

Expected behavior

The part should not fall asleep, and it should fall down to the floor when it gets reparented to the Workspace.

Hi, could you verify if this is still a problem?
I’ve tried locally and could not reproduce it as described, thanks

Hello,
I tried to reproduce the bug today, and I am still experiencing it. While reproducing the bug, I found that setting the part’s Y height to 3 studs (the same Y height as your HumanoidRootPart) while it is in ServerStorage helps increase the chances of the bug reproducing. Any other height makes the bug more difficult to reproduce. I recorded a video today 2025-08-19T15:00:00Z from the beginning of when I play test until the end when I encounter the bug. I sit around in the beginning of the video for the “network ownership circle” to start increasing in size.

This second video shows the issue occurring in my other game. It is easier for me to reproduce it in the second game, but I’m not sure if I should try to strip the systems out to another place for you to see the bug on there as well. It is more difficult to see the part move from the Workspace to ServerStorage on this game.

The fix is making its way to production, will update when it is released

1 Like

Unfortunately the attempt to release the fix caused another game to brake which relies on this kind of broken behavior, so I had to disable the change

Will this behavior remain the same for the foreseeable future then?

one workaround that should help - when you remove part from workspace, reset network ownership

BasePart:SetNetworkOwner(nil) 

or

BasePart:SetNetworkOwnershipAuto()
1 Like

Hi again, yesterday I’ve deployed another version of the fix which should address your issue without need for any workarounds if that is something you are still looking for

1 Like

Hello,
I tried to reproduce the bug in the test file provided and in my game, and it seems that the issue has been fixed, thank you! I have been fine without the workaround, but I am glad that the original bug is fixed.

1 Like

Unfortunately, this change caused another problem for a different game, and it was rolled back again

That’s okay, thank you for attempting to fix the bug anyway