I’ve encountered a little weird physics bug or something i can’t explain yet, so I’m reaching out maybe someone could point me to the right direction
So basically a player has a pet rig that follows him, all the following logic is on client side via MoveTo() method
Everything works great but there’s one thing - whenever the pet rig is stuck/encountering some obstacle and the player jumps, some force I can’t explain just starts pushing the player with a lot of force, this happens only when pet rig is stuck and player jumps
All collission groups are set properly so pet cannot possible collide with player, I just can’t figure out why that could be happening
Video demo: Demo - Album on Imgur
Place where you can reproduce it (i added a spawn baby button and obstacles so you can try it): babies.rbxl (104.8 KB)
One thing someone pointed out is that it only happens when the baby rig is parented inside the player character, if it’s not then everything is ok
It seems like this might be a bug that has been reported before, see here. As mentioned in that post, we’re shifting our focus to the new character controller, so it’s unlikely that old Humanoid logic will be fixed.
Separately, I’m able to work around it by making the baby model not be a descendant of the character. Would this be a reasonable way to fix the issue for you?