Hey there, we’ve noticed this issue starting to appear again in our live game.
We’ve made a bug report about this in the past, but we were using skinned mesh to handle every portion of the rig (including the weapons). This forced a rebuilt on the entire rig which was heavy.
Since the original post, we’ve converted our rigs to be hybrid, basically a mix of bones and Motor6Ds, which allows us to scale the regular mesh parts without rebuilding the skinning mesh. This proved to solve the issue for the time being. However, this has started to be relevant again since about a month, especially when the servers start being crowded.
It’s very difficult to say this is precisely the issue, however we have the same visual anomaly that this was causing which leads me to believe this is the same problem. The framerate is stable and the rest of things fired on Stepped do update accordingly.
Here’s a video of what is happening:
Everything still runs like a charm, minus the fact that the arms mesh (which is the only skinned mesh) seems to be throttled to be rebuilt.
Note that we have ClientAnimatorThrottling is that can have anything to do with it.
Even more important than solving this, if you have any insight on how we could optimize this and lower the demand on what is running the skinning mesh rebuilding, we’ll gladly take it!
Expected behavior
The skinned meshes should not be stuttering because we are changing the size of a part in the rig.
A private message is associated with this bug report