Humanoid bugs
This is a list of known bugs with humanoids, containing detailed information about the bugs, their reproduction steps, and potential workarounds.
Setting Humanoid.HipHeight
to 0 on R15 rigs
In any R15 rig, if you set Humanoid.HipHeight
to 0, the humanoid will speed off in the direction it is facing when it makes contact with a surface, as if it were standing on a fast conveyor belt. This is due to the HumanoidRootPart
touching the ground, which most likely causes a miscalculation in collisions between the HumanoidRootPart
and the surface it is on.
Workarounds
There are no known workarounds at this time.
Reproduction
1 2 3 4 5 6 7 | local Players = game:GetService("Players") Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) Character:WaitForChild("Humanoid").HipHeight = 0 end) end) |
Setting HumanoidRootPart.CollisionGroupId
to a non-existant collision group
If HumanoidRootPart.CollisionGroupId
is set to a collision group that does not exist, the humanoid will speed off in the direction it is facing when it makes contact with a surface, as if it were standing on a fast conveyor belt. This is due to Humanoid.HipHeight
not being respected if the assigned group for HumanoidRootPart
does not exist.
Note
While BasePart.CollisionGroupId
can be set by developers, the recommended way to assign collision groups is via PhysicsService:SetPartCollisionGroup()
, as noted the Roblox API documentation
Workarounds
There are no known workarounds at this time.
Reproduction
1 2 3 4 5 6 7 | local Players = game:GetService("Players") Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) Character:WaitForChild("HumanoidRootPart").CollisionGroupId = 1 end) end) |