When using a BodyPosition i’ve mixed up two variable names and made a NaN Vector3, which then set that same BodyPosition’s Position value, which is controlling the position of an independent scenario part, which then disappeared (as it should), the problem is, it also broke all things in the game which were using Physics Controllers.
Tested it on a new place, it breaks.
Tested it on both Server owned and Client owned physics, only affects the Physics controlled by that source.
How to reproduce it:
Introduce some Physics Controllers on different Parts. (tested with LinearVelocity, BodyPosition and BodyGyro)
Make sure they’re Enabled (even if any projected force is 0).
Crash one of them (in my tests it worked with LinearVelocity and BodyPosition, but not with BodyGyro’s Rotation)
ALL Physics Controllers will be go wild, some of them (BodyPosition) will vanish together with it’s Part, others will be launched around, in sum, chaos.
Simple way to break the Physics of the LinearVelocity with a Null Vector3:
[Path Of LinearVelocity].Position=CFrame.new(Vector3.new(1,0,1),Vector3.new(1,0,1)).LookVector*1
In the matter of Physics-related Beta features:
I am using: Aerodynamics, Dragger QOL, EditableMesh.
I am NOT enrolled in Simulation Pause.
Expected behavior
That single PhysicsController should break with having a NaN (null) property, instead of all other unrelated Physics.