Can’t seem to find anything about this online, but it seems like there’s some really weird physics going on between the player and the part I’m trying to stand on.
Is there any general reasons why this could be happening I have no idea what could be the cause.
The floor part is placed by the player in a furniture placement system I had created, the part with cancollide on is a meshpart I had imported from blender, but that doesn’t seem to matter as normal parts also fling the player.
I’m not using a custom character system, however, I am using a default dummy starter character, testing it again using the players own avatar has the same results.
As I’ve mentioned before, yes the meshpart is imported from blender. however, testing it with a normal part gives the same results.
Adding onto this, when I move the part to workspace via studio and not through the furniture placement system in game, it works fine and I can stand on it.
It may be helpful to check the actual geometry of the meshpart by enabling this option in studio
Send a screenshot of the geometry and I’ll take a look.
Or just share the meshpart.
If that doesn’t work, please answer these questions related to your furniture system:
Is the part placed only on the client-side or on the server-side?
What method do you use to position the part? (sharing the code that positions the part would be helpful)
Does your furniture system have anything related to velocity?
Client-only objects can have weird physics behavior since there’s a disagreement with the server and client (well at least in my experience).
If that’s not an option, then try using a regular part? If that’s not an option either or does not fix the issue then unfortunately I’m out of ideas.
Goodluck!
Edit:
In normal circumstances, objects made on the client should be perfectly fine, I’m not sure about meshparts. My knowledge about physics replication may be outdated, but I’m pretty sure there’s a solution to this.