Weird glitchy physics of scaled meshes in water

Just for reference, this is a scaled palm tree model

It has AlignOrientation with rigidity to keep them from rotating, and when they go up, they start jumping like crazy.

As well, it would be really nice if you added a function to get the volume per size unit multiplier of the mesh, to counter buoyancy force with VectorForce, or just an ability to disable it for basepart, while keeping the drag from water

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Hi! Can you please attach a placefile that reproduces the issue?

Thanks!

Ok, werent able to replicate the EXACT teleporting, but the meshparts froze in place now and move from time to time, but not as much as on video
WaterPhysicsBug.rbxl (96.3 KB)

Hi Catargo, thanks again for your report! After much investigation, unfortunately this jumpiness is an artifact of the AlignOrientation fighting against torque created from drag. Since this is an issue with the underlying drag model itself, the only way to mitigate this currently is to make this mesh visual-only and attach it to something uniform like a block.

That being said, we plan on releasing a revamped hydrodynamic system with a different drag model that should fix issues like this.

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