(topic deleted)

Had to take down this topic because people kept bumping it. Sorry.

To visitors and low ranked members: spam liking old posts to rank up won’t work. Keep browsing and stop bumping anybody’s old posts. They’ll just find you annoying.

They probably fell into the void and got destroyed. Check if they’re anchored.

2 Likes

I had a similar issue, check if anything is asking the parts to move to a random place that would break them or if the parts aren’t anchored. If I’m not wrong, they remove themselves when they hit the void. Items are randomly destroyed

1 Like

image
I checked that a long time ago.

They are also on the same level as the whole city, so they aren’t in the despawn point.

1 Like

Hmm, as far as I see on the script… It’s far from getting deleted by a script, I haven’t encountered this once, but… I’m pretty sure it has something to do with a certain object.

2 Likes

This is weird and annoying. Now I need to make a script to clone this stuff??

1 Like

Does the script have something to do with the Parent of the Part, if so it might be the problem.

1 Like

No. Only this, because it’s been DELETED.


The only thing I imagine to be interfering with it is my loading screen.

script.Parent.Parent.Enabled = true
function Normal()

wait (1)
local plrname = game.Players.LocalPlayer.Name
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All,false)
local Assets = {
	game:GetService("HttpService"),
	game:GetService("Workspace"),
	game:GetService("Players"),
	game:GetService("NetworkClient"),
	game:GetService("ReplicatedFirst"),
	game:GetService("ReplicatedStorage"),
	game:GetService("ServerStorage"),
	game:GetService("StarterPack"),
	game:GetService("StarterPlayer"),
	game:GetService("Teams"),
	game:GetService("SoundService"),
	game:GetService("Chat"),
	game:GetService("LocalizationService"),
	game:GetService("Lighting")
} 
local text = script.Parent.Frame.Frame.TextLabel
local barImg = script.Parent.Frame.Frame.ImageLabel
local ContentProvider = game:GetService("ContentProvider")

pcall(function()
	for i = 1, #Assets do
		local Asset = Assets[i]

		text.Text = "Configuring "..Asset.Name.." [".. i .. " / "..#Assets.."]"
		ContentProvider:PreloadAsync({Asset})
		local Progress = i / #Assets
		barImg:TweenSize(UDim2.new(Progress, 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Sine, 1, false)
		wait()
	end
end)

wait(0.1)

wait(1)
local Info = TweenInfo.new(1)
local Frames = {script.Parent.Frame,script.Parent.Parent.Frame.Frame}
for i, frame in pairs(Frames) do
	local Tween = game:GetService("TweenService"):Create(frame,Info,{BackgroundTransparency=1})
	Tween:Play()
	end
	for i = 1,5 do 
	barImg:TweenSize(UDim2.new(1, 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Sine, 1, false)
end
local Tween_2 = game:GetService("TweenService"):Create(script.Parent.Parent.Frame.Frame.Frame.TextLabel,Info,{TextTransparency=1})
local Tween_3 = game:GetService("TweenService"):Create(script.Parent.Frame.Frame.ImageLabel,Info,{ImageTransparency=1})
local Tween_4 = game:GetService("TweenService"):Create(script.Parent.Frame.Frame,Info,{BackgroundTransparency=1})
Tween_2:Play()
Tween_3:Play()
Tween_4:Play()

wait(3)
script.Parent.Frame.logo:TweenSize(UDim2.new(4, 0, 4, 0), "Out", "Linear", .4, true) -- {0.533, 0},{0.751, 0}
script.Parent.Frame.logo:TweenPosition(UDim2.new(-1.501, 0, -1.501, 0), "Out", "Linear", .4, true) -- {-1.501, 0},{-1.417, 0}
local TweenService = game:GetService("TweenService")

local goal = {}
goal.ImageTransparency = 1

local tweenInfo = TweenInfo.new(2.5) 

local tween = TweenService:Create(script.Parent.Frame.logo, tweenInfo, goal)

tween:Play()

wait(3)

for i = 1,15 do
	wait (0.01)
	script.Parent:TweenPosition(UDim2.new(1, 0, 0, 0), "Out", "Linear", 1, true)-- {0.25, 0},{0.16, 0}1
end
wait(3)
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All,true)
local BM = script.Parent.Parent.Parent.WelcomeScreen.Beta
if BM.Visible == false then
	local LocalScript = game.Workspace.PlayerEntered:WaitForChild("CutsceneScript",10):Clone()
	LocalScript.Parent = game.Players.LocalPlayer.Character
	LocalScript.Disabled = false
	BM.Visible = true
else 
	
end

end

local RunService = game:GetService("RunService")

if RunService:IsStudio() then
	print ("Debug mode")
	script.Parent.Parent.DM.Visible = true
	script.Parent.Parent.DM.MainLoading.Disabled = false
	script.Parent.Visible = false
	script.Disabled = true
else
	print ("Roblox server")
	Normal()
end


Everything here is good as I checked mostly.

I have no other idea, try contacting Roblox Support.

Do you have the part checked as being archivable? I know it doesn’t normally effect testing in studio, but I guess it doesn’t hurt checking.

image
Yeah, I never uncheck it. Let me test.

1 Like

Unchecking it will cause your part to not be saved! You want to keep that checked always.

1 Like

Well, now what? That didn’t make it work.

Because it’s not the problem. Don’t uncheck Archivable.

There might be other ways that parts can be destroyed, like looping through :GetDescendants() or :GetChildren() and destroying them there. You can try seeing if any scripts could be using these methods instead.

Edit: It can’t be :ClearAllChildren() since your models are still there :lying_face:

Edit 2: Some ideas

  • Does a script unanchor the part?
  • Maybe you should just search for every call to :Destroy() in your game?
  • Did you accidentally parent the part to nil?
  • There could be a
    • :FindFirstChildOfClass("Part")
    • :FindFirstChildWhichIsA("Part")
    • :FindFirstChildWhichIsA("BasePart")

Is it being destroyed? You didnt specify this, check while you are in the game if its still in the workspace and also check the transparency (while you are in the game).

1 Like

I am literally confused about how it deletes by itself but I think these might be the solution, starting on what you should try first.

  • Parent/Remove Problem: Search “nil”, “.Parent = nil”, :remove(), and Archivable in the search bar because that would delete the part itself.

  • Script Problem: Carefully search for scripts and disabling those script each time, If you have like thousands of script, try disabling the script which you think it would delete. If you found the script that somehow deletes it, then carefully find a line of code that would cause this.

    Tip: To help you get started, try Run mode or switch to Server mode. If parts are only destroyed on the client, it’ll be in a localscript. If also destroyed on the server, it’s on a script.

    Note: Always check loops because it might be the reason why it got deleted, when you said that you find no results when searching “Build”, maybe it’s in a loop and its variable is actually v, as in value?

  • CFrame/Position Problem: With my limited evidence, I think you might have mistakenly set the CFrame probably under the map or just nothing?

Archived list since I just recently check the replies while typing
  • Physics Problem: There can be a chance where the parts are actually uncollidable or unanchored either on studio or on testing.

  • DestroyHeight Problem: Another way is to check FallenPartsDestroyHeight and the position of the parts that has been deleting by themselves, if the part’s position is lower than the FallenPartsDestroyHeight property then that’s the problem.

  • Archivable Problem: Maybe your parts are not archivable?

TDLR: Search for loops and alternatives for part deletions, if it doesn’t work, try searching for scripts and localscripts. To help you get started, try detecting if it gets deleted either on server or client. A note for you is that you should always check loops because they can be deleted through loops. The last thing If none of those work is about the CFraming/Positioning problem, which I don’t think would fix it but, you might have mistakenly set it to under the map or just to nowhere.

That’s all I can help with today.

1 Like

It’s not being destroyed. Let me read through all the replies.


Ok, so narrowing it down: It’s being destroyed on the client.

1 Like