ScaleTo() server-side physics glitching

Calling ‘ScaleTo()’ on a character on the server causes physics glitching for the user (looks like rubber-banding/move back to previous position). When called too quickly, this can be so severe that movement is impossible.
The following placefile replicates this bug:
character_scale_to_test.rbxl (53.5 KB)

There’s a script under ServerScriptService (the ‘bad’ one), and one under StarterCharacterScripts (the ‘good’ client-side one).
Client-side ‘ScaleTo()’ calls don’t glitch.

Expected behavior

Ideally I would like server-side ‘ScaleTo()’ to behave the same way as client-side. Alternatively I would just like a replicated way of scaling characters without physics glitching. I’ve tried multiple methods, and none seem to work. Currently the best solution I found is to just call this server-sided function every 5 minutes or so. This causes a noticeable glitch if the player is moving, but it’s acceptable since it doesn’t happen all the time… This isn’t ideal since --even if you don’t account for the physics glitch-- the scaling is large and abrupt rather than smoothly scaling larger at faster intervals.

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This is just an acknowledgment announcement!

We’ve filed a ticket into our internal database for this issue, and will come back as soon as we have updates!

Thanks for flagging!

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I reported it on August 5th but i didnt assumed it was a bug. Ill update my post to redirect here

Any update on this?
It’s a pretty major issue for me currently. I can’t find a workaround for this.
Smoothly growing (scaling) characters are a major part of our game.

As far as I can see there’s currently no smooth way to scale custom characters.