Touched events on humanoid root part is sometimes inaccurate and fires off in a loop. This reproduction is really hard to nail down. As far as I know this bug has existed for a long time. I’m just now trying to track down what’s going on.
Basically, touch events are VERY stable on client owned stuff until the server starts sending events over. So this bug occurs in networked environments only, when you have a touched event on the client and server at the same time.
Further investigation reveals this isn’t the case. Looks like we still get weird behavior here. I can’t get a simple repo to create, however, I know the behavior is wrong/bad. It appears that binding touched on server does SOMETHING.
With binding to touched on server
I added another touched listener on the server. We can see the output here, but also we can see the client is firing off touched events that occured/didn’t occur.
If we didn’t have this binding, we wouldn’t get the client events in this firing loop.
Here’s my attempt to reproduce it.
Sometimes you get the game into this weird state where touched events fire on and off in rapid succesion, and eventually end in a touched ended state. This seems to happen more when there is a moving part moving through the region.
Without binding touched on the server (Expected behavior)
Notice the behavior is normal.
Reproduction
This reproduction is NOT reliable. It’s hard to get to occur sometimes. However, there is a lot of weird behavior here, such as touched firing on and off twice.
TouchedEventsAffectedByBinding.rbxl (22.7 KB)
I’m also happy to send you a file of my current game with this bug in it, but I don’t want to post it on the devforum.
This bug is really hard to nail a simple repo down, I’ve gotten it sporadically in the file, but I haven’t been able to nail it down for the simple repo 100% of the time.