repro.rbxl (30.8 KB)
I made the repro as close to the real game as possible, using every method and object I use in the other game. Like, making everything rendered client-sided, using the same pin models with welded parts, the same ball size and physical property settings, absolutely everything should be very very close.
I never got it to do the issue once in the repro. But this is definitely still an issue in my other game, and it has nothing to do with welds being made or the pins getting anchored at random points; because in one GIF I had, the ball deflected but then was able to hit the pins again shortly after deflecting and then physics were applied, so this is definitely an issue with the physics solver.
This bug has been occurring ever since I first made my Bowling Simulator, the date of creation at about 4/19/2017, with the link for the game listed above. Sometimes, the ball will deflect off the pins and no physics are calculated. You’ll see in the video, physics start solving again right after the ball bounces off, which is weird and obviously points to a flaw in the physics engine.
The pins are MeshParts which do have other parts welded to it, everything is massless. The other parts are meant to ‘enhance’ the physics with the pin. My whole game is rendered client-sided, for the smoothest physics possible. (All models are created on the client directly.)
I’ve also heard reports of this same issue occurring in other bowling games, not just mine.
It might be an easy solution just to include a new property on instance objects called something like “CanSleep” that when turned off, will always have physics calculations ran on it at all times.
This bug report is a continuation from this topic: