What is the position of the bottom of the void? (Calculating death height)

I’m pretty sure dying via height is caused from hitting a certain position on the Y axis (in other words, death isn’t determined by an external factor like how much time you’ve spent freefalling or anything similar). My script deals with teleporting your character far into the void (super high and far, basically just making yourself far from any and everything), but when I mess around with the positioning I seem to die (important to note I’m dealing with extremely large numbers). I presume setting the Y axis too deep is triggering the death barrier in the void. Does anyone know the relative position that would cause you to die? Is there any limit on the X and Z axis that would cause you to die? Does anyone know those numbers?

I’m aware I can go through trial and error until I get it as close as possible, just curious if anyone has a better solution.

If those X and Z numbers are too high, you’re probably running into floating point math imprecision, there is however 1 thing to keep note of, when the player falls about 500 studs down (relative to the origin), that player will die. You can configure this setting in the properties of workspace.

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I would know that too lol but it is more than 10000 but i’ll try help you
1000000 - you start bugging
10000000 - studio bugs but you still alive
100000000 - studio bugs totally, you can’t move your camera image
but as Silents replacement said
you just die if you’re 500 y studs down you die but It seems that you can’t die if you’re going up

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Yeah, to be more specific the script deals with dropping a tool super high in the void, then clicking a button to grab any tools floating in the workspace. I need the tool to start dropping as high as possible (ideally so you have around a minute to click the button and re-collect the tool before it falls all the way down into the void). I might just look into a simpler method (having the player still teleport far into the void, but when you drop the tool it’ll remain stationary rather than having to account for it falling). I didn’t want to do go that route simply because it’d be less cool for the purpose of the game but might have to settle.

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There’s a property on the Workspace called “FallenPartsDestroyHeight” which corresponds to the Y value at which parts will be destroyed (and thus a character will die). By default it is set to -500 (which is 500 studs down from the origin). You can change it down to a limit of -50000.

EDIT: Here’s slightly more info from the devhub:

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I have this annoying script I need to script which makes part position at a negative so high you will see nothing but blackness even if you put daytime.