#Unanchored parts not falling over moving part
1 messages · Page 1 of 1 (latest)
big brown part is the map while everything else above it doesn't fall once it should (map is no longer under it). All parts are welded to every other part in the building but none of them are anchored
Are you sure nothing in your script is telling it to anchor?
yes 100%
when i drag the baseplate in studio then everything falls
i think its js not updating since the size is changing in a script
Do the unusual ritual put in into ChatGPT and ask it what’s wrong cause I can’t see the code
ill send code
while true do
repeat
wait()
until inRound.Value == true
local mud = script.Parent
wait(15)
repeat
wait(1)
mud.Size = Vector3.new(mud.Size.X - 2.75, 20, mud.Size.Z - 2.75)
until inRound.Value == false
mud.Size = Vector3.new(812, 20, 812)
mud.Position = Vector3.new(0, -10, 0)
end```
just this for the size
@scenic quartz
Set collide to false or destroy the parts when the platform leaves
how would i do that
like check when each part should fall
as the baseplayte shrinks inwards
@scenic quartz
id think maybe raycast but thatd be wildly inefficient
No just sent the entire script collide to false gang
** You are now Level 7! **
Or after whatever time the platform starts to dissapesr
the game is round based and during the 5 min the platform slowly shrinks until it is nothing. i want things to fall off when the platform is no longer under it, i can't just set everything to cancollide false as that would look right or even work right
Look I’m telling you collisions is the problem here idk how u want to implement the solutions
I could be wrong and it’d just updating you should check first
i would run the game and then select a whole building or whatever and make sure nothing is anchored for sure
@scenic quartz @ocean haven i know nothing is anchored as i have 6 different maps and it happens with all of them. the issue is that roblox studio is not updating the parts and making them fall because the part under them was technically not moved/destroyed, it changed size. if i am testing and running the game and i update either the buildings or baseplate then they fall.
some things fall, some dont. the ones that do fall do awkwardly
heres a better example of what i mean. i sped up the shrinking to fit in in a vid.
are these unions? i also think the constraints might be a problem
could also be client/server desync but i doubt it
not unions, individual parts
just normal parts
you mentioned welds, surely things not welded to each other?
in the city map, yes. the buildings are welded together
builds are welded together so they dont fall apart
i meant different buildings welded together
not just the parts in and of themselves
if it's just the physics system then not sure, i found this setting you could try, if it lets you, set it to false https://create.roblox.com/docs/reference/engine/classes/PhysicsSettings#AllowSleep
i dont think there's a part:wakephysics() function 
dumb question but what is allow sleep, like is it a property in scripting?
physics isn't simulated on sleeping parts. https://create.roblox.com/docs/physics/sleep-system. not sure if this is the problem tho
well going by this you could try setting anchored to true then back to false on the assembly root part https://create.roblox.com/docs/physics/sleep-system#additional-wake-situations
pretty jank way of doing it
but if it works it works 🤷
theres no root part. just models with parts and welds
i dont know what that does and the docs have nothing
lol
i assumed it related to the allowsleep thing
naw bruh anything that is made up of at least 2 parts and a constraint has a root part.
probably in a news article but i doubt its relevant to here
Is this in a client or server script?
server
u mean primary part?
or am i dum
no
BasePart.AssemblyRootPart The part automatically chosen to represent the assembly's root part.
i said just do it on this one since it's better than doing it on all parts and the docs say it'll wake if any one part in the assembly does it.
but i take it since you don't know what this property is or how to access it despite the docs link, eh, consider using lots of smaller falling platforms as the ground instead of changing the size of a single giant baseplate, and just destroy the falling platforms instead of falling and it'll look the same
again that's all assuming it is related to roblox physics
could be other things too ;o
good point
or you're just doing something else dum and thats why, who knows. 🤷
my script only yields a root part for the actual parts, not the model
resize is usually weird with physics
ey? what do?
alr so i made the baseplate have assemblylinearvelocity which is now (0, 1, 0) so its constantly updatting the parts
they fall fine now and as intended buttttt since it has velocity some of the parts bug out
what velocity?
oh i missed that, hahaha yeah i was thinking that too as a cheap way but that also means everything gonna move. this at the very least confirms it's just how the parts are asleep
yeah
setting then unsetting anchored seems the least impactful imo
ig
is there any other way to constantly update all the parts?
besides anchoring
@manic parcel
** You are now Level 8! **
it's fair to assume this function turns it off
yeah
definitely do not recommend turning that off if you can help it, but for now this would at least solve the immediate problem and prove this is the cause
i prefer not to spoonfeed
maybe someone else will, it's literally 1 or 2 lines in a server script.
alr lemme try
hmm
i suppose you could anchor/unanchor the baseplate which would do the same thing as anchor/unanchor all the parts
oooooooooooooooh
lemme try
it works but it's really janky
physics isn't built to deal with resizing parts very well i guess 🤷
yeah
just set the physicsservice allowsleep to false
or do this
alr
such that instead of resizing a part, you're instead destroying parts. i know that's much harder to work with but it would do the job all the same without having to resort to turning off physics sleep
and you really, really do not want to turn that off.
lag?
worst case is all assemblies are constantly sending physics simulation data over network
yeah
i just realized the anchoring and unanchoring works fine, i just forgot to get rid of the velocity
and y'know i kinda suspected roblox had a problem like this, it's not unexpected, many other physics engines have the same problem
i think ima stick with that
first time i've seen it though. that's why i check these help forums ;p
ye : )
minecraft has it's own similar version of the same problem where blocks 'sleep' and only at certain times do they 'wake', aka block update https://minecraft.fandom.com/wiki/Block_update
A block update is an in-game mechanism that occurs when a block is modified in some way.
Limited to the computing power of a computer, the game can not process all blocks at all times, which is why the game needs a mechanism such as a block update. When a block changes (due to a player, an entity, or a chunk tick, etc.), it notifies nearby block...
alr so i guess we found a solution then, im glad i now know what was the issue to begin with
like how gravel and sand will float
on generation
yes exactly like that until you trigger a block update, or in roblox's case, a physics wake
yeah
well the anchor/unanchor thing works well, as there no difference
thats it then
tysm 😄

really appreciate it, i wouldnt have figured this out if u didnt help me 🙂
Type shit