I expect when the server teleports your character onto voxel terrain to be able to interact with it normally.
Actual Behavior
For a few seconds after being teleported onto some voxel terrain, there’s a chance you’ll phase right through it. This seems to occur to any user on any level of hardware regardless of render settings.
As I mentioned it started happening just a couple hours ago, it also seems accompanied by significant performance issues that were not present in the previous roblox client build.
Workaround
No this has broken my game because users are just falling through terrain.
Issue Area: Engine Issue Type: Other Impact: Very High Frequency: Often Date First Experienced: 2022-12-11 07:12:00 (-05:00) Date Last Experienced: 2022-12-11 00:12:00 (-05:00)
Here’s a clip of it from my game’s discord. You can see that my server script has detected the fall-through and tries multiple times to put the player back up above the terrain.
might want to freeze the player for a few seconds before spawning them as it seems from the clip, once the player is teleported Roblox is trying to put the terrain as normal instead of using the LOD mesh.
Not really a bug, just Roblox’s LOD system doing its job.
This is how it is in AAA games, far away terrain has no collisions, no point running calculations, shadows, and having as many triangles on something that is far away, it is not a bug, it is for perfomance.
It is most definitely a bug, this has only started happening recently.
You can very clearly see that the terrain in the video is at it’s best level of detail, and AFAIK terrain never loses it’s collision, even far away terrain, but I’m not as sure about that.
UPDATE:
This seems to be caused by server slow down, if the server frame time exceeds 20ms, users will begin phasing through terrain when the server uses “PivotTo” on their character, but not baseparts. The reason why this started happening more frequently in the past few hours is because in my latest builds I’m having the server do more work than it used to.
Ive had this happen before, years at that, fairly old occurrence, only happened on my old pc while in studio, or devices with bad internet, so id assume it is mostly server to client.