This occurs on a baseplate. Sometimes during game play physics will start to desync replication, causing the player on the server to stop replicating their position, meanwhile, all the clients will continue to see where the player actually is. If the player stops moving then the server will finally update their position.
This causes a lot of issues with server-side hit boxes, anti cheats and so on. This has happened in a few top engaging experiences I work on and we’ve yet to find what exactly causes it.
Clip of the issue occurring on both players:
Clip of the issue only occurring for one player:
Included in the private message is a link to an experience, an uncopylocked experience (Baseplate) and client logs.
Reproduction Place: (Uncopylocked)
System Information:
Windows 11, i9-13900KF, RTX 4090, 128 GBs of DDR5, etc.
Channel Information:
Roblox/WinInetRobloxApp/0.725.0.7251138 (GlobalDist; RobloxDirectDownload)
zopentelemetryusepeermonotonicclock (Reproduced on Production as well)
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Note that reproducing is currently random, as sometimes it occurs and sometimes it doesn’t. Best way to reproduce is to have multiple people running around, sometimes resetting. When the green boxes stop following the player (Server-side view of the HumanoidRootPart CFrame) then the desync is occurring.
Expected behavior
The physics shouldn’t ever desync on the server-side so we don’t get issues with our server-side hitboxes and anticheats.
A private message is associated with this bug report