ScaleTo() BUG - Wrong scaling

Hello,

In my game, I am scaling the character model while it’s moving. The character model has parts welded to it and some parts are animated just like a regular character. I have found that the ScaleTo() method not only scales the parts but the linear velocity of the parts as well!

Whenever I’d scale my character while it’s moving, it would fling me. Until I implement another line of code to reset linear velocity of parts to 0.

Blockquote
Change assembly linear velocity to 0
for _, eachDescendant in pairs(cube:GetDescendants()) do
if eachDescendant:IsA(“BasePart”) then
eachDescendant.AssemblyLinearVelocity = Vector3.new(0, 0, 0)
end
end

This somewhat fixed the issue since my character would no longer get flinged, but since I am setting the assembly linear velocity it creates laggy character movements!

Here’s a better preview with the default character model

Could you please look into this to prevent ScaleTo() from scaling properties which does not need to!

Regards,
Arizyen

2 Likes

This is intended behaviour and not a bug to my knowledge, if you so wish to ignore certain properties while scaling you must do so yourself, there is a feature-request to change this behaviour here

So you’re telling me your character glitching like hell because you scaled it up while it was moving is totally normal?

I cannot reproduce such “glitchy” behaviour in my experience, is it possible you have a particular setup causing it? The purpose of ScaleTo is to scale all relevant properties in a model and this API is doing it’s intended job, if you believe this isn’t ideal go support the feature request I linked.

1 Like

You have to make sure you’re moving while ScaleTo() is called on your character.

And thank you for linking me to it, I did make a request… One has to wonder how long it’ll take until it’s implemented.

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Thanks for the report! We’ll follow up when we have an update for you.

3 Likes

This should be fixed as of a couple months ago.

1 Like