EDIT: I’ve narrowed this down to the use of the new RigidConstraint. Removing all RigidConstraints from the humanoid model solves the problem for me.
Reproduction Steps
Have multiple skinned rigs within your camera’s view
Play any animation on them
Move the entire rig back and forth
edit: rig must have RigidConstraint being used in it.
Repro file has been added privately.
Expected Behavior
I expect the animation to play without degraded performance, and especially stay rigidly aligned to the HumanoidRootPart.
Actual Behavior
Degraded rendering on the rigs that are further away (lower perceived FPS on the animations, even though actual FPS is high) and delay when moving the rig’s root part - the skinned mesh will lag behind the root part significantly.
It’s unexpected behaviour - we need to be able to have more than a few animated rigs in frame at a time. If its intentional, then it’s over optimized to the point that it’s a problem.
We’ve found the root cause of the issue; it’s not specific to RigidConstraint - rather, it’s a more general limitation of the humanoid rendering system. Try setting the C0 of a weld every frame instead of using a RigidConstraint and you’ll see the same problem.
How long until we can see a solution implemented for this?
RigidConstraints is a great and simple feature, made mostly useless because any more than a couple of them on screen causing rendering issues.
If possible do inform us here when the fix is released and confirmed, cause there’s so much potential that this bug is currently preventing such as precise skinned mesh hitboxes, currently it’s possible to do it but it would be a lot more efficient to simply use rigidconstraints cause as echoed by some above, having more than a couple rigidconstraints in the game will cause very significant animation throttling even when that feature is disabled.
i din’t touch my game for around 2 weeks and come back to this i don’t know if it has to do anything with this new update(animation throtteling) but i think it does since if i remove the animation controller animating a subtle swing to the cape bonemesh (single block meshpart with a couple bones) it works
if the animation is playing u get this derpy thing which i din’t have 2 weeks ago there it worked perfectly before withoud the derping
its seems to magicly be fixed again as well, don’t know thx, i rather not publish the hole game im working for a year on now as a public roblox file and im a bit too busy to make it seperate version with just the cape as i think it needs to be attached to a moving body to be atleast simular situation
but it seems to be fixed so no need
sorry to bother
I haven’t been here for a long time and tested it 2 days ago, yes it’s very nice, there seems to be no bugs.
thanks roblox team I will continue where I left off