AbstractAlex:
On our end, the way the physics engine works is by taking the larger part as the root of the geometry. There are special “mass multipliers” that apply to Torso, hrp and Seats to ensure they usually get to be assigned as an assembly root. I believe this is still how we do it.
This arbitrary behavior needs to stop. Part0 should be the root and Part1 should be the subpart. @CodeWriter @Silent137 here’s another reason to add onto the ones you responded to in these threads:
The new weld system completely disregards the Part0/Part1 properties and makes the largest part Part0 and the smallest part Part1. That causes this to happen:
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[image]
The weld system can’t make up its mind which one is largest so if I go into Play mode one time with the below script running, I could have my torso be in the correct place and the first-person one behind it like it should be, or the weld system could pick the first person torso (the blue one) to be Part0 despite explic…
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