Weird physics bug using MoveTo()

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

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This glitch happened in Brookhaven, the developer at the time just made the pet unable to collide with parts in the workspace.

Interesting, thx for pointing that out

Is the pet welded to the player and/or a descendant of their character?

No, nothing is welded, it moves separatly via MoveTo() to position near the player

Hey, thanks for reporting this bug!

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?

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Thanks for suggesting the new character controller, I’ll definetly try it out!

Not parenting the baby under the character sounds like a good temporary fix, but its animations won’t replicate automatically that way.

I guess I’d need to come up with a way to replicate them, anyways thanks for the info, super insightful :pray:

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