This is getting worse: now for some reason my players can’t jump from the VehicleSeat. From server side view they look like they are stuck in the ceiling.
We’re no longer getting any reports of this issue in our games. However, another game is now experiencing it: Project: Laurelton - Roblox
External Media External MediaIs it because of the different physics settings located in Workspace instance? Ive heard of PhysicsStepping setting or something…
Not sure, but we didn’t make any physics changes on our end.
Try inserting a script that constantly prints information about every car’s position, rotation, vectors, etc. Maybe it would glitch out, and it would show it when the car dissapears.
Something like this, in situation where train is decelerating (oversimplified version)
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(Car № has dissapeared)
For some reason, this bug disappeared for a bit, and then resurfaced yet again. It keeps appearing and disappearing. But the fact is that it’s currently happening, and that’s a problem.
Screenshots from another game:
It’s wonderful how we have an issue that disappears for a few weeks only for it to suddenly come back again then it disappears again and repeat.
I guess that looks like a defect of the servers (?): I think the enginirs actually fixed the issue, but they deployed the fix only to some servers… Or it just depends on something: the age of the server maybe?
I am sending this using a translator, so there are some things that are not right. My apologies.
I have a workaround for this problem that I can’t guarantee, but I have a band-aid solution that I will share with you all.
Briefly, I have been able to work around the problem by “Weld before it is anchored and then remove Weld after it is unanchored”.
With the exception of WeldContraint, the other -Constraints will not behave as they should if extreme force is applied, so it is very likely that this bug was probably also caused by extreme force on the car body.
I hope this is a workaround for this bug.
I’m not sure what you mean by this. Could you lay out the steps?
When anchoring,
- Weld the parts to be anchored and the parts that are connected by hinges but not anchored.
- Set the anchor of the part to be anchored to true.
When unanchoring
A. Release the anchor of the anchored part.
B. Release the weld applied in 1.
This way I was able to avoid this bug.
Sorry, I still don’t understand…
The way our trains work is that they are originally anchored as a group model. They are inserted from the group inventory (still anchored), and then unanchored.
Hi again!
I’m going to dig into this from the physics side. I’ll add some custom telemetry to detect if the trains are disappearing as a result of the physics solve. That will at least give us a starting point for what to do next.
Thanks for the update! I’m really hoping that this can be solved.
Small update: I added some custom telemetry to detect when trains disappear, which I’ve enabled on all of the experiences that you’ve mentioned in this thread. I’ve detected roughly 30 train cars vanishing in a roughly 24 hour period, so it seems that this is still happening.
Have you continued to receive reports of train cars disappearing? I’d like to confirm that my telemetry lines up with what players are seeing.
Thanks!
We actually haven’t received any reports of this issue in a while, as it seems this issue tends to disappear and then resurface again later.
Interesting, thanks for letting me know.
If the issue reappears, please feel free to DM me.
Thanks
Yup, I will! In the meantime, I’d like this report to stay open so I can provide updates here as well.
A new bug has arisen which is falsely triggering our train auto delete script, similar to this bug. However, it only affects our client-sided train chassis.