RequiresNeck and BreakJointsOnDeath R6 issue

Recently I have been working on a R6 / R15 ragdoll system, everything seemed to be going just fine for R15. Except when I switched to R6 I noticed a problem where when the player dies for some reason the player will have delayed deaths. I decided to debug a little further and found the culprit to be both RequiresNeck and BreakJointsOnDeath.

File tested on
bug.rbxl (44.8 KB)

Although it seems there is a workaround for this, if you apply some velocity/movement to the character

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