Weird. I don’t know when I’m making one of those.
ALL RIGHT
So here’s some progress and I really need your guys’ help because this hundreds of hours of work will literally mean nothing if I can’t fix it.
First of all, I have guaranteed that there are no Part0-less and Part1-less joints of class Weld or Motor6D entering Workspace or JointsService. That doesn’t happen at all. Is there another class I should look for?
Second, I have confirmed that the problem is not in my inheritance tree. I had the Hero class put a block on where it thought the HRP was. I had a completely-out-of-the-inheritance-tree script put a block on where it thought the HRP was. When merges happened, both blocks moved. Interestingly, on everyone’s screen the character does not appear to move, and on the victims screen you can move normally (but it’s not actually happening/replicating).
I thought this was due to a ball I was welding to the minions to prevent them from knocking each other over in the event of a punch, but it is in fact not that. At all. I took it out. And it still broke.
So it is guaranteed to be a physics bug. I really, really need to find a way to fix this. I literally can’t publish this game while this bug is in there. Do you guys have any ideas? I’m clean out.
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Has anyone ever seen a solution for this? As it stands I’m going to have to make a custom character movement system.
Can confirm it’s not his buggy code:
Yeah, this is definitely a ROBLOX bug. And a long-running one, too. @radiogamer’s game about a year ago had random objects weld to the player; sometimes you’d spawn with a minecart on your head, for example.
Can confirm. I haven’t seen this happening in my game for some time though.
Going to try and make a reproducible case of this bug.
Will let you guys know if I succeed.
This is still happening. @ScriptOn had a solution idea but I don’t know if it’s possible for me to use it.
I’ll try to help but I’m having trouble understanding exactly what’s happening. What object specifically is ‘merging’?
As in HumanoidRootPart.Position? So one HumanoidRootPart is being merged/teleported to a minion according to the server?
That may be it, I’m not certain yet. It could be the parts that I’m welding in order to show indicators above peoples’ heads (because, for some god-forsaken reason, StudsOffset doesn’t actually work).
EDIT: I take that back. Just went through my code – I don’t actually weld those anymore. I CFrame them on RenderStepped. So it must be the HumanoidRootParts welding together. This is on the server, too, because I now know I don’t make any joints locally only.
That’s what I’m trying to figure out, you said spells are cast from the ‘root position’ so I’m assuming they’re cast literally from HumanoidRootPart.Position right? Which would mean that it has to be the HumanoidRootPart that’s merging. Now you just need to figure out how it’s merging. Is it welding itself to the NPCs?
It could be related to SurfaceTypes
Well, it could be that another part in the humanoid is welded like the head or legs. It would be difficult to tell the difference that way, because the HRP would still be at the center of the culprit minion.
You could try checking if any players’ HRP.Position is matching with a minion’s HRP.Position? Might not be a good fix but it’s a start towards debugging it at least.
Have you tried using :GetConnectedParts(true)?
I’ve experienced something very similar - In my game occasionally players would weld to parts of the planet when they would join it, for no apparent reason. In my experience other players viewed them as stuck in place - but client side they were able to move just fine. There wasn’t anything in my code causing it and the fix for it made me even more sure it was a bug - I downloaded waterlimons util module, and required it on a serverside script.
Now, I didn’t use any of the functions, and it ended up lagging my game and forced me to find another solution - but after requiring it to the server script the bug completely stopped. The util was placed in the replicated storage and required on a serverscript. Idk if you had to require it, all I know is that’s all I did. The util tracks all of the welds/joints that get added to the game, and I am thinking the fact that it referenced them fixed the problem. I would try using it and seeing if you get any similar results, to narrow down the problem a bit. Weirdest thing I have ever dealt with.
Sure the staff want to fix it, but won’t be able to without proper info:
- Link to game
- How often it happens in your game
- If it happens often enough in your game, how to reproduce
- Any non-smooth SurfaceTypes on characters’ parts?
- Does yourTorso:GetConnectedParts(true) return the “merged” parts attached to your character?
- Does using BreakJoints on the other charcter detach their limb from yours?
- When they move around, do they affect the merged joint?
- When you move around, does it animate?
- How are you creating your characters?
- Use an explorer viewing script/GUI – are the merged limb and its joint parented to the correct character? Are the joint’s Part0/Part1 linked to the correct parts?
- Age of Legends - Roblox
- This was the first time I’ve seen it in probably 100+ hours of playtesting, seen it one more time since
- We both spawned in roughly at the same time, maybe the rigs cloned at the same time and something very bad happened?
- All the surfaces are smooth
- The merged joint moves with their character and is independent of mine, since all the character rigs are all local and created locally in my game
- No, it does not animate
- The character rig is premade (joints and all) and then cloned and welded to the characters root part
Blank answers are because I haven’t had a chance to repro and check yet. Will update if I do.