The ability to disable FallenPartsDestroyHeight

i said for you to say that i’m talking about you

That’s why we are asking for an official way to disable it, setting FallenPartsDestroyHeight to nan with 0/0 works fine, been using it for years

as someone that has custom logic and specialized behavior for parts in the game i’d want this to be officially supported so i don’t have to do hacky work arounds

we should have the option to chose how our game behaves, if someone has a performance issue because they disabled something then it is a skill issue and it’s their problem, competent devs shouldn’t suffer because of those who aren’t

8 Likes

I’m not patronising you, I’m trying to reason that having too many parts can cause lag and even crashing if it’s too much, so FallenPartsDestroyHeight is recommended.

I’m trying to reason that having too many parts can cause lag and even crashing if it’s too much, so FallenPartsDestroyHeight is recommended. Many devices on Roblox are low end and they are probably not powerful enough to handle too many parts. The device could slow down or possibly crash.

If Studio isn’t letting anyone else use math to modify the DestroyHeight, it’s because only plugins are allowed to set it to a value beyond its limits.

Here is a small plugin I made that sets the value to NaN.
DestroyHeightPlugin.lua (467 Bytes)

1 Like

Or you could just run game.Workspace.FallenPartsDestroyHeight = 0/0 in the command bar

As of version 655 there was a property added to Workspace called FallHeightEnabled which stores a boolean. Currently it is limited to PluginSecurity and higher. As of right now though it does not function. In the future though judging based off it the property name it will likely disable FallenPartsDestroyHeight (an equivalent would be workspace.FallenPartsDestroyHeight = 0/0).

7 Likes

I saw that property too. Why does Roblox like to add things 6 months before they actually do anything?

agree, why only exploits can turn off it simply typing in IY command bar antivoid
roblox need to make it changeable and turn off able, script says unaccessable roblox security needed

Literally the only thing that antivoid does is just fling you upwards.


antivoidloop = false
addcmd("antivoid", {}, function(args, speaker)
    execCmd("unantivoid nonotify")
    wait()
    antivoidloop = RunService.Stepped:Connect(function()
        local root = getRoot(speaker.Character)
        if root and root.Position.Y <= OrgDestroyHeight + 25 then
            root.Velocity = root.Velocity + Vector3.new(0, 250, 0)
        end
    end)
    notify("antivoid", "Enabled")
end)

Here’s a neat trick:

game.Workspace.FallenPartsDestroyHeight = 0/0

thank me later.

That was already mentioned above. I think the request is for an official way to disable FallenPartsDestroyHeight instead of using a workaround.

3 Likes

i didnt notice it.
also i spent time on main account, i am using this account bc i am lazy to become member of forum on main account, lol

Thank you for submitting this request - we’ll look into whether there are any risks with changing FallenPartsDestroyHeight and reconsider the priority - unfortunately, I don’t have any ETA for you on this.

Best,
M0bsterLobster

4 Likes

I am developing a game and trust me once you start falling down at default gravity you get to the FallenPartsDestroyHeight in less than a minute even if it is set to -50k.

One more point: As devs we can do this ourselves. Sure, with high part counts it can get laggy but you can do the checks every longer interval. It won’t hurt if the parts fall a bit lower than they should, right?

1 Like