https://gyazo.com/a053b9e8dcd94835bcbafff5c7658bc8
https://gyazo.com/a4d077443d13b464e066c5583888f4cc
https://gyazo.com/57aec7dd67524f482733069cd167c78f
I’m working on this project with AlignPositions. In 2 of the videos, it showcases the issue I see when I’m playing in-game - a small spaceship can push a large spaceship with some amount of weird glitching. In the other one it shows what happens every single time if I pause the game, copy the assets, and paste them into another studio with all the same velocity, Align goal, etc. I can hit play in-game and see the glitching happen, and hit play in the new studio and it will run perfectly.
Has anyone experienced anything similar? I’ve done SetNetworkOwner(nil), checked all the MaxForce / MaxVelocity and I’m setting the AlignPosition.Position every frame, but I can see it being set to the same thing, and I wouldn’t expect that to change anything.
Similarly I tested to see if there was any rogue cframing happening that might be causing the smaller ship to be cframed continuously even though it shouldn’t be. I get no warnings when I do this, but if I intentionally set the cframe, I can see the warning.
model.PrimaryPart:GetPropertyChangedSignal("CFrame"):Connect(function()
warn("A cframe has been set that shouldn't be: ", model.PrimaryPart:GetFullName())
end)
And lastly, if I use the new PhysicsStepping in studio, what I see happen is in a step the two objects overlap, the small ship gets pushed back, then they just sort of stay in the same position until randomly 20 frames later the big ship gets pushed back
Any help / thoughts would be appreciated.