Unanchoring an anchored part physics issue

Hello!
I don’t know if this is a bug or no, but I found some physics simulation issues to parts that are unanchored while being in motion.
For instance if a sphere is falling or moving on a plate and you anchor it then unanchor, it teleports to the position it would have been if I didn’t anchor it. If I let a part fall into the void and anchor it, it would eventually disappear from the workspace.

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are you anchoring it in a local script or a normal script?

I tried with property pannel and with a local script aswell.

most likley a roblox bug then
(character limit)

btw have u tried it in a normal script it works differebtly there. it might not be a bug. if it works in a normal script then its working as intended

I cannot say for certain if it will work as you want to, however, what happens if you reset the velocity of the part after anchoring?

ADD: Also reset the AssemblyAngularVelocity

Are you setting this up with a local script or a server script?

If it’s a local script, I assume it’s the server taking over the local physics. You can prevent this by anchoring the part on the server at all times.

if you’re doing it on the server. Make sure you do

YourPart:SetNetworkOwnerShip(nil)

This makes sure the physics are only handled by the server. When network ownership is not set to nil, the server will let the nearest client take over the physics. This can cause hitches in the physics.

Here is documentation on network ownership:

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