Thanks for reporting this! We are investigating.
Hi, we are still working on fixing this bug, however there’s another workaround you can try:
You can use TweenService to move the Rope’s attachment rather than the anchored part, and replication should work correctly.
Hey! I’ve encountered the same issue which I PMed to some of the DevRel team to move into this section since I didn’t have permissions to create a new thread (not a Regular), but I seem to be able to reply here.
I’ve made a repro for this:
Reproduction steps:
- Open the
rbxl
reproduction file - Press play (not
Run
) - Under
Workspace.Model.Script
, there is aEnableBug
BoolValue
- toggle it on to showcase the issue. - Whenever
EnableBug
is on, the client should be unable to see any replication changes fromAlignPosition
- if you switch the mode from client to server, you will notice that the model is being moved on server, but not on client.
Reproduction file:
AlignPosition-Attachment_Repro.rbxl (25.3 KB)
@The_Sink the only workaround for this I found was to manually update the Attachment’s WorldPosition
or Position
properties (pretty much what @kleptonaut kleptonaut said) rather than the BasePart it is parented under
Tweening the WorldPosition of the attachments seems to work great as a temporary solution, thank you!
Is this fixed yet? It’s been a while since this topic was updated.
Hello, everyone! Does this issue occur anymore for any of you?
I have tested the place file and it’s still occuring
I haven’t encountered any problems personally (due to the workaround), but the original repro place file still shows the issue happening.
Sorry for bumping up this topic but yes, this bug is still present today.
A quick repro demo, Instead of ropes, I am using HingeConstraint.
It appears that it only replicates for the network ownership of the unanchored parts, which means if a player owns the network ownership of the parts, they will only perform in the expected behavior on the client’s screen but not on the server.
(Press F8 for expected behavior, F5 for the bugged behavior)
HingeReplicationBug_Repro.rbxl (35.0 KB)
Almost 3 years later, this bug is still present and is breaking a lot of constraint based games.
Sorry for the bump, but this is still an issue.
I am trying to create a working bell (animated with tweens) as shown in the video below, but the sphere that strikes the bell on the inside appears anchored from the perspective of anybody who does not have network ownership of it, making the entire assembly appear wonky when activated.
I would attempt the workaround, except that I’m not sure how I would go about applying it to attachments along a rotating cylinder.
robloxapp-20230710-1647073.wmv (2.4 MB)
In the video you can observe how the sphere phases between states of anchored and unanchored as it enters/exits the player’s network ownership radius.
Hi sorry for the bumb but this is also an issue with Hinge constraints unless I got wrong how they work, if they are connected to an achored part (in this case the base of a turret) It won’t replicate either.
I currently have a similar issue but with HingeConstraints. I am tweening my door’s hinge part which has other door parts welded to it and a HingeConstraint based handle attached to one of the welded parts. Setting network ownership did not help. I even used a custom RunService based tween module to move the door on the server but still did not work as expected.
Sorry for the bump but I would love if Roblox could see this post and hopefully fix this bug. It has been an issue for almost 3 years now.
Is there an update on this? While making my custom character I have ran into similar constraint issues that shouldn’t be possible.
Sorry for yet another bump but it seems to be getting worse for me, a baseplate with 2 constraints and 3 parts seems to be something the engine can’t manage. I have linked the file below if anyone would like!
bugged.rbxl (82.2 KB)
still doesn’t work 3 years later gr
I noticed that this bug says that setting ownership to a specific player causes everyone else including the server to not see updates.
I experienced an issue with my trains where if a player sat on a coach that did not have a body mover, that coach would lag behind the rod constraint connecting it to other coaches, including the coach with a body mover, resulting in the trains being violently derailed or even the constraint outright breaking.
Can anyone else confirm if they have this issue when using body movers as opposed to tweens?
I definitely feel like this bug’s priority should be bumped massively, considering that I had to remove seats from my trains entirely because of this bug (as it is not performant, buggy, and unnecessary to have body movers in every vehicle of the train)
Yes, I experience the exact same issue you described with my physics door closers attached to tweened doors.
I’ve recently encountered a similar issue with rod constraints connecting a part to another which is welded to a tweened part, but the strange thing I’ve noticed with it is that the part only appears frozen until the first tween is completed; and it moves perfectly fine for every tween after that which is quite confusing