Physics Freakout

I made a racing game and everything was going great, until I tried making a track in Blender.
How can I stop the physics from making the wheels freak out?

Video Showcasing my issue:

This could be a problem with mesh colliders not being completely accurate. Is this track one large mesh or is it made of parts?

This one is a MeshPart set to PreciseConvexDecomposition CollisionFidelity (most accurate)
before this I imported the .obj file as WedgeParts using a plugin but the physics were just as bouncy,

I’m not sure then. This seems like a trial and error issue. Maybe see if it happens at slower speeds or if it’s a glitch.

The problem seems to be when I drive over the border of two polygons.
Roblox for some reason thinks im hitting the edge when im actually on top
so it sends my wheels flying upward

im scared this is gonna be an impossible fix due to a bad physics solver :scream:

You can try changing the elasticity of the track parts and wheels to 0, or perhaps make the track massless.

Are the wheels cylindrical made with the roblox constraints system?

If so then try switching to spherical wheels.

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You’re an absolute legend. Fixed all the issues immediately.
Simply adding a SpecialMesh set to “Cylinder” makes it look like nothing fishy is going on :slight_smile: