I can’t replicate this error and I have no idea how to fix it. Trying to release an update to my game but I can’t because the unit that uses this mainpart will just fall through the world. Tried reunioning and closing down the studio that I had been using for unions. I don’t know what else to say, I know it’s not script related as I just paste the unionoperation in and it goes through the world.
I dont have it right now as my pc crashed but I do remember trying it to look for clues and the part was just neon and a single piece, like all the other similar unions I rely on. Nothing out of the ordinary.
I can say that when the unit spawned with the UnionOperation, the server automatically made it NetworkOwnership nil if near a player(as I wanted it), once the players are far enough away the server will decide who to give the physics to, and that is when the part will fall.
The unit that doesnt fall has a near identical union operation, made months ago. Right one is a near identical unit with union operation made an hour ago.
I copy/pasted a whole level into a new place to get rid of the terrain for testing purposes, and now most unions don’t have collisions even though CanCollide is true: https://www.roblox.com/games/437392129/HookedNoTerrain
I can’t seem to select the parts by clicking on them in the viewport either. If I move them with the studio tools after selecting them in the explorer, their collisions don’t return. If I copy and paste them into a new place, they’re still broken.
The server is in charge of units that are near any players to prevent units being stomped into the ground, that’s why they change owners. Still something wrong with the union somehow, I’ve never experienced this.
So it looks like as soon as you gain ownership of the parts as you move away from them they fall through the ground. Can you please enabled visualization of the CSG’s Physics like zeuxcg requested?
Enable Studio setting: Settings → Physics → ShowDecompositionGeometry
Move the union part a bit so that geometry updates
This will at least tell us if your local Client even knows about the geometry.
Left is server, right is client. Union was invisible and did not have collision(though Transparency=0 and CanCollide=true). I made Anchored=false on the server and it feel through on both as you can see
It seems other unionoperations made around the same time are no good too as I had been toggling different CanCollides of my unit and the unionoperation you see in the gif didn’t hold up the unit while everything else was cc=false, and neither did another union that was meant to be cc=false anyways. Non-unions held it up with cc=true of course.
I don’t know if new unionoperations are okay, this was the only one I needed to have collision. I know it’s tricky though, if I paste the unionoperation into the server in workspace it’s alright, but when I load it as part of a unit then the unionoperation behaves like cc=false no matter if its with a unit or alone and unaffected by scripts under the workspace. I don’t get the patterns to make it happen, but I know it’s reliably unreliable.
I copied the unionoperation from the server into the client and it worked fine. Cut it and pasted it into the server and there was no shenanigans anymore.
Shut down server/client and restarted it. Back to shenanigans. I kept a copy of the unionoperations that were magically working from last server, pasted it into the new server and they were okay. I went on the client and spawned some units that were using those unionoperations and they fell through the world. Checked the server window and those unions that I had cut from the old server that weren’t falling through the world were now gone(fell).
Important thing that may be the cause of all of this: The union is kept in serverstorage until it’s used in the units under workspace. As soon as it’s put under the workspace, it is relied upon with its physics as the only part keeping the unit from falling through the world. But it never loads properly which leads me to call this a bug still.