Hi, I’m making an RPG game, and I’ve just finished making new Items and a drop/pick-up mechanic.
For context, the way the drop mechanic works is, it forms a new model of the item the player was holding, and it’s placed right in the same spot the item was held. It’s then parented to Workspace, after which it begins falling down to the floor.
The first of these items I made are keycards, they consist of a single MeshPart (CollisionFidelity is set to Box) and they are very thin (0.001 Studs). However, I’ve noticed that the models of the keycards fall through the floor, most commonly through carpets, desks, drawers and other thin surfaces, but even thick surfaces like a concrete floor sometimes causes the thin parts to phase through it.
Initially I tried to make the MeshPart thicker. I tried 0.01 studs thickness, and went all the way up to 0.1, but the only problem that solved was that the MeshPart no longer phased through very thick floors. Even at 0.1 Stud thickness, the MeshPart would still (occasionally) phase through thinner surfaces.
Next thing I tired was to make the thinner surfaces thicker, and after making the carpet 1 stud thicker, the problem was eliminated, however I couldn’t make the drawers and desks thicker as that would ruin their appearance, and I don’t think BaseParts are intended to phase through any CanCollide true objects, no matter how thin they are.
Last thing I tried to do was use a normal Part, thinking something was wrong with my Mesh, but it still had the same exact behavior as the MeshPart did.
All the surfaces the MeshParts fell through were either Parts or MeshParts with the highest CollisionFidelity, and obviously with CanCollide set to true.
I would like to mark this post as an Engine Bug, but it is inaccessible to me, so I chose the next closest thing.
Is there any way to fix this? If it is indeed an engine bug, is there any way I can contact Roblox about it?
Here’s an unlisted YouTube link of the weird physics behavior in action:
https://youtu.be/C9FiJ1JnChs?si=h8vzzpBAYfhXhDh7