So i’ve had this issue for a while, and I just assumed it’d go away on its own from a roblox update or something (it did not as you can have guessed from seeing this post.)
Running, walking, falling or just generally being near a physics object with a different network owner from your own will cause the player to slow drastically.
As far as I know the velocity of the player does not change, the actual position does though (Players velocity is still 11sps, which is the default walkspeed, despite the fact they are almost stationary), There is no collision between players in the video below.
Expected behavior
I generally expect for the player to be able to walk freely around other players without the physics being affected.
Thanks for reporting. We’re investigating your issue and will reach out if we have questions. Can you please provide a repro file and steps for us. Thanks.
I am having a similar issue with my physics controlled custom character. Its been happening for some time now. I’ll move the character near an unanchored part, and often times the physics starts to throttle until I get away from it again.
I’m experiencing this happening in my game too (far less extreme though), and ppl have told me it’s happening in a lot of Roblox games they play. My game has player collisions turned off but idk if it’s related to that.
Here is is happening in my game, but I notice it occasionally happening in many other Roblox games, and I’ve heard other players say it happens across many games.
Same thing happens to me as well in certain parts of my railway simulator while driving.
The physics EnviroSpeed% becomes .25 or .125, without any certain reason.
Video on youtube as the forum can’t upload such a big file: https://youtu.be/psSc0ji2Jz0
Just thought I’d pop in again, I’ve noticed as of recent its become slightly worse at times, sometimes colliding with the player themselves, or just nothing at all.
Just to list of a couple of things that could maybe help in resolving this issue:
EvaluateStateMachine is disabled in the player’s Humanoids.
I am using ControllerManager’s for movement
There are quite a number of things that are welded to the player, such as clothing, and ragdoll colliders. All parts that are welded to the player have their collision turned off, anchored false, CanQuery set to false, massless set to true, fluid forces disabled, and can touch disabled.
All parts welded to the player’s network owner is set to the player
Hi! Just in - the patch has infact done quite the opposite of what is expected. Having a package seems to unimaginably slow you down unless you shiftlock.
Hi, I’m seeing issues like those others are sharing above.
Our in-game physics using AlignOrientation and AlignPosition now randomly slows down, causing our custom characters and the player’s character to slow down. This seems to only be happening when playing on the Roblox client, and not in Studio.
My game is currently on Today’s Picks today. The player experience is seriously negatively affected by this. Let me know if I can provide any more information to help you fix this.
Seconding this, movement physics in my game has been drastically affected while players are in third person, though first person &/or shift-locked is unaffected.
I will also second this. My game was fine when playtesting not even 12 hours ago. Movement physics are entirely broken in third person for me. I tested first person and it seems to be fine.
I’m getting reports from players in my game that player movement is being affected negatively, similar to a lot of the replies in the thread, and the reports originate from the time that this patch was released. Something needs to be done about this, it’s negatively affecting my players.
Reverting the change now. Things should be fully propagated out in about an hour. Sorry for the disruption.
Some background here:
Issues with slow movement near objects relate to a problem within the Adaptive timestepping system that deals with objects at different timesteps. The fix I deployed eliminates one problem within that system but clearly uncovers another.
I would appreciate any Repro’s that anyone can share so I can diagnose these issues. Thanks.
Thank you!
Our use case is a “pets”-like system with pets that use AlignPosition and AlignOrientation to move to specific attachments that are parented to the player. We also dynamically switch constraints to move towards target CFrames during combat. We dynamically alter some of the motion parameters (force, velocity, etc) based on the CharacterWalkSpeed. With the above patch, adaptive physics was kicking in overly aggressively, and sporadically, causing the constraints to slow way down and all of the motion to move at a snail’s pace. The player character themselves didn’t seem to be too affected, but the pets were broken. This was with all client-side physics, both the pets and the constraints were created purely on the client, there is no equivalent on the server, to reduce network costs from syncing/replication.