In a game with streaming enabled, StreamingIntegrityMode set to PauseOutsideLoadedArea and a large terrain map, when I pivot the character of a player who has high ping (>100ms) to a far position using code like this:
if workspace.StreamingEnabled then
player:RequestStreamAroundAsync(pos)
end
player.Character:PivotTo(CFrame.new(pos))
like 40% of the time the terrain doesn’t load fast enough, and the game isn’t paused so the character just falls through the terrain below. RequestStreamAroundAsync is successful and there are no errors in the output.
It happens both in studio with replication lag and in a real server with ping emulation. I think it could also happen with lower ping, but a lot less frequently.
Streaming settings:
May be related to this report: Users Phasing Through Terrain
Expected behavior
Game pauses until terrain collisions are loaded before the character can fall
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