If you use TweenService with CFrame & Size on two (or more) intersecting Anchored, CanCollide parts, the first frame of animation will behave just as if you were setting Size property after CFrame (one of the the parts will teleport above the other.) All future frames in the animation behave fine.
Parts that are not CanCollide behave fine, presumably because there are no physics interactions. A hacky fix for anyone who wants TweenService to work with intersecting, CanCollide parts is to call: Part.CanCollide = false spawn(function() Part.CanCollide = true end)
(i.e. remove CanCollide first frame because it only breaks on first frame for some reason, and set it back next frame)
(Also, calling Tween:Play() on the first frame the game is loaded causes tween to instantly complete, presumably because of high delta times that occur when game is loading, but that’s another bug for another time)
Here’s a place file with the example shown in videos above: TweenRepro.rbxl (11.6 KB)
(Not positive title of this post is accurate. Might not be a priority issue since all but first frame work.)
yeah, unfortunately this is not a bug for Tweening, but rather for part resizing. TweenService basically just calls the same function as Part.Size = blah, so its not doing anything special.
Is that just for this edge case or are there other places this would be useful? In my opinion TweenService just needs to know to do Size/Position before CFrame.