In my game, the floor of the house is attached to the site (anchor), but when it happens, for example, event X, weld is removed, and the object disintegrates.
I created a house from the parts and everything was fine, after creating a house, I highlighted all the parts and just clicked on weld. I started to test the game (run), looked whether the house is not falling apart, and everything is fine, and I notice something is wrong, I stop the game, and I understand that weld displaced the parts.
In the video I showed how I applied weld
edit: the video doesn’t seem to play, so here’s a link to the video
video
And everything seemed okay, but then I decided to cancel and do the same thing, and at some point there was a shift parts
edit: the video doesn’t seem to play, so here’s a link to the video
video
I can’t figure out what exactly causes the shift, but I had a shift on all objects (in the video above showed)
I also tried to not weld the whole house, and weld the walls to the floor, and then the wall welded to the union. and so I welded, and canceled the action 10 times, but the shift did not happen.
From which I conclude that if parts are welded a lot, there will be a shift, but if not much is welded, the shift is unlikely to happen.
I do not know how it works, I’m just saying what I get, weld is very strange and crooked
updated: Basically, because the parts don’t want to weld to the union I have to lower the parts so that it goes into the union. by doing so, happen welding and then I bring the parts back.
Because of the movement, in fact, I don’t know how, but micro shifts happen.
updated2: I remembered that when I made the car, welding parts in it, there was also a shift in parts, although I did not move the car after welding in the studio itself in any way.
In short, WeldConstraint is a very strange thing, and it is not known what determines whether there will be a shift or not.
But the fact is that it is, and it is clearly a bug and should be corrected