Pausing Physics update causing Characters to Fling in game(s)

Been having the same issue with my game aswell

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Can also vouch; this issue is still occurring for us. It’s worth mentioning this is happening to other physics parts and not just characters.

We started seeing reports of this issue occurring on the 12th of April despite no changes being published to the game since the 18th of March.

As noted by other posters, setting workspace.PhysicsSteppingMethod to Fixed seems to resolve the issue.

I’ve linked a clip of the kind of behavior we were experiencing in our game Super League Soccer before implementing the above work-around.
https://gyazo.com/4e302f6b3eec2889238215e36e9a3089

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Physics Stepping: Fixed
StreamingEnabled: Disabled
Signal Behavior: Immediate
Layered Clothing: Disabled
Dynamic Heads: Disabled
Sometimes being a boomer who doesn’t enable the fancy new junk pays off. Years later and this stuff still causes random quirks all over

This is also affecting animations that have heavy torso movement. Specifically ones tied to Player Movement, sometimes halfway through an animation the Player will stop animating at random if a script is told to stop the animation when movement is detected. This issue never used to occur before the aforementioned update.

(Accidental reply)

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I have been receiving multiple reports regarding player randomly get flings into extreme coordinates in my game as well. My game is a R6 shooter that has custom animations involve torso movements. There are also massless parts that are in a different collision group welded to the character’s torso.

The game’s PhysicsSteppingMethod is on “Default”. I will see does changing it to “Fixed” is going to fix this issue.

First Report: 4/12 9:51 AM UTC
Some clips of the bug:

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Yup. Been experiencing this too in my own game - especially when a player touches an unanchored part (even when they have network ownership over it.)

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Also having issue in my game (Obby Creator) where unanchored client sided parts will interact strangely with the world, touching them with your character causes the character to fling.

Doesn’t happen on Studio, on in live servers

Changing to the “Fixed” physics step mode does solve this issue, but I don’t think this is an ideal solution.

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Thanks for the report! We’ll follow up when we have an update for you.

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been happening to me as well, happens to me when i touch unanchored parts, really annoying

@Chyzll I wouldn’t recommend setting a acknowledgement post as solution, it starts the topic auto-lock timer and no one will be able to post here after the topic gets locked

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Same thing happens in plane crazy when walking into an unanchored object.

can confirm it also happens to me but when going up slopes, though this behavior happens when using the new physics character controller, seems to be something related to character tilting, even though rigidity enabled was set to true on the controllers

This isn’t limited to characters getting flinged either! I’ve observed some plain unanchored parts flinging as well when interacting with characters. This is getting kind of ridiculous, as it has been about a week by now of living in constant fear of being flinged out of reality! (well, maybe its not that serious :sweat_smile:)

Also @Chyzll

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Seems this issue has gotten worse over the past 24 hours. We’ve seen a huge spike in reports in our game Super League Soccer. The ball randomly gets shot up into the sky quite frequently now.

Overnight this issue went from somewhat rare to literally almost every user experiencing it now!

Its making multiple games my own included almost unplayable.

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This completely broke 2 of my games. Setting physics stepping to “Fixed” doesn’t resolve my issues either. Is there anything else I can revert?

Yeah this is becoming problematic, I can’t play any game normally anymore, the physics engine seems awfully unstable lately.


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It’s gotten even worse now, this happened to both of my games (Both games use different scripts)

This explains why players and ragdolls have been acting up :joy: not the first time this has happened… :melting_face:

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