Physics Character Controller Incorrectly Reacts to Network Ownership

When using Roblox’s Character Physic’s Controllers, changing Network Ownership of moving objects can result in weird effects that happen to the controller.

Without network ownership, the character “jitters” across the platform. This is quite a problem as there’s multiple objects within my game that have network ownership given to another player (or even the server), such as airships, or moving structures.

When the player receives network ownership, all is well, but the moment it’s given to someone else, the character will continuously fall off the platform and refuse to remain attached to it.

Unfortunately, these two issues makes it impossible for me to migrate to the new character controllers.



(Touching the floor will teleport the character back onto the platform)

Here is the repro file I have used for these video demonstrations:
CharacterControllerBug.rbxl (61.8 KB)

Expected behavior

The player should correctly align to moving objects, and should also not go flying off of them.

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Thank you for the detailed repro, we’ve reproduced it internally. We’ll work on a fix after the weekend.
Duplicates Character Ground Controller Fails After SensedPart Reparenting

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Hey, just checking in on this issue—has there been any progress on a fix?

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Will this be fixed soon? My game has elevators that do not work as expected because we are using physics controllers, yet they work perfectly fine in environments with humanoids.

When Humanoid.EvaluateStateMachine = false, the elevators do not decelerate as expected, the entire assembly jitters, and other players phase through the floor on your screen

When Humanoid.EvaluateStateMachine = true, the elevators work mostly as expected, they accelerate and decelerate normally, and other players do not phase through the floor and stay in sync.

Weirdly, setting Workspace.SignalBehaviour to Deferred also fixes the problem?

I can provide repro files to an engineer if they are interested.

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How is this a duplicate of the thread you linked? The problem in this thread is still able to be reproduced despite the other thread saying a fix was released. The issue in this thread is a separate issue that is still occurring.

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Ah, these were lumped together because they’re very similar bugs reported on the same day when we just had a release.

The original report is because we don’t yet support platforms for ControllerManagers:

This requires us to implement platforms in a more generic way without special casing Humanoids. We plan to do this eventually, but we also have several other distributed physics efforts going on that should help ameliorate this.

If Deferred mode changes this at all for you, you almost certainly have a completely different bug. I’ll reach out privately.

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Sorry if I sound impatient, is there any update to this?, or perhaps a custom way to apply force to the character controller, I’m using align positions with RigidityEnabled as true and they dont carry any force, this is making the usage of a elevator completely impossible for me and my team at the moment.

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Hey, I want flying ships in my experience so I’d like to follow up on this. Have there been any updates? Are there any patches we can do manually (no matter how janky)? Anything’s better than nothing.

Thanks for your time.

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