Script Unable to Move Character to Correct Vector3

My System Details:

  • Platform: Windows
  • CPU: AMD Ryzen 5 3600 6-Core Processor
  • Memory: 16GB
  • GPU: NVIDIA GeForce RTX 3060 Ti

The Issue:
When attempting to create a teleport system for my project, I located an issue where the script I was using did not set the position of the HumanoidRootPart of the player’s character to the correct Vector3. I also tried using CFrame and encountered the same issue.

I found this issue occurs when 1 of the axis is a high number; however, I did not find a specific number where it starts. However, I would assume it is 1000000 based on the results.

Here is the Vector3 it was moved to:

It was moved to roughly (1000000, 17.5, 184940) and the X axis is different to what was calculated by the script.

Here is the Vector3 printed by the script where it was meant to be moved to:
1Keeth Correct Vector3 Cords

Note: The Y position only changed due to gravity and the .25 difference was expected. However, the large change in the x axis of 4840402 studs was not.

I have most beta features enabled; however, I am unsure if they have had an impact on this.

Expected behavior

If working corrrectly, the player’s character should have teleported to the location printed by the script.

A private message is associated with this bug report

This is just an acknowledgment announcement!

We’ve filed a ticket into our internal database for this issue and will start investigating, we will update you when we have further information.

Thanks for flagging!

Hello there, this is a known limitation of the current engine. The main limiting factor currently is networking, where there is actually a limit of 1000000 studs for replicated positions. Definitely not ideal, but it’s unlikely going to be resolved in the near future, unfortunately, due to a variety of reasons (numerical precision and network compression being two of them). Hopefully there are more optimal uses of that space given for your experience, but I can’t really give any other specific workarounds for the limitation.

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