The Pumpkingeist Torso has something wrong with the lower torso mesh, which is causing issues in games that have avatar collisions set to inner box. In games that are affected it is very hard to walk around and has odd collisions and physics behavior on the character.
Video 1: https://gyazo.com/0296058021472db6762fb6861ef97927
Video 2: https://gyazo.com/719c2af5559228b3975656d01cc1b20a
Simple Repro: Avatar Glitch Testing - Roblox
The problem basically boils down to this:
- INITIAL CollisionFidelity of the character model is dependent on the avatar collision game setting.
- If it is Inner Box ALL body parts have CollisionFidelity set to Hull
- If it is Outer Box ALL body parts have CollisionFidelity set to Box
- If player resets, ALL body parts reset according to the game setting
- If a body part is replaced via script and load asset, the CollsionFidelity is set to Box REGARDLESS of the game setting (is this a bug itself?)
- If CollisionFidelity of the Pumpkingeist LowerTorso is set to hull the glitch occurs.
- Seems to be something specific with this mesh: http://www.roblox.com/asset/?id=1089939121
- If the mesh is exported, then imported back into the lower torso, there is no glitch
- The glitch occurs because the lower torso part, which is very small at (0.01, 0.01, 0.01), effectively has a collision box the size of (18,4,9)
- This is what prevents the character from going through doorways and through narrow openings, etc.
- A copy of the lower torso that is anchored in the workspace acts mostly like a solid block of this size
- I have no idea what causes this