Hearing from others in affected games that this may be due to the recent changes/optimizations related to mesh resizing. Not sure if this is 100% true but this seems to be consistent with recent changes
Since I’m not blessed enough to have the privilege of creating bug reports, I posted about this in scripting help a bit before this topic was made. The issue is something related to mass calculating with meshes, specifically zero-volume or flat meshes. They are getting assigned an absurdly high mass value causing flinging, despawning, etc.
You can try something like this to find out which mesh is causing it. It’s not limited to Characters either, cars boats and any physics contraption could be glitching out due to this change
for _,Part in pairs(game.Workspace.GLITCHEDMODELNAME:GetDescendants()) do if Part:IsA("BasePart") and Part.Mass > 50000 then print(Part.Name,Part.Mass) end end
We’re tired of this occurring again and again. Make an official resource developers can use to track these changes so that we can actually pinpoint what you broke that caused our games to break. This has been an ongoing occurance which I have already brought up. Our live servers are being treated as test benches for Roblox engineers to mess around with random experimental features while we have to mop it up and deal with the dislikes, lost data, and troubleshooting.
Industry respected engines like Unreal Engine 5 NEVER have things like this happen. Everything that is changed regarding the engine is published in their changelog. You won’t be developing on Unreal and suddenly have your game just break one day because an update was beamed to your computer without you being informed. It’s just incredibly unprofessional when this happens time and time again and we’re stuck playing a guessing game as to what went wrong. Though I doubt anything will improve and we’ll all be back dealing with something like this again in the next month or two