fix(CarManager): repair car torn apart on spawn by client-owned character

Sit() dragged the seat's body assembly ~15,700 studs to the client-owned
character while the knuckle/wheel assemblies stayed at the spawn pad,
tearing the car apart; wheels then fell out of the world.

Server-side character:PivotTo() does not stick (client has authority) --
it holds one frame and snaps back, so the pre-seat teleport could not fix
this. Instead: record each part's offset from the body while the model is
intact, take server network ownership, let Sit() and the snap-back settle,
then reassemble every assembly around the body (forced level) and hand
ownership back to the driver.

Verified in Studio: max part separation 6.42 studs (exhaust, normal),
up-vector 1.00, driver seated, drove 98.6 studs at 41 studs/s intact.
This commit is contained in:
2026-07-31 13:00:33 -04:00
parent d45f35736a
commit 45069188be
+70 -4
View File
@@ -350,14 +350,80 @@ function CarManager.spawn(player: Player, carId: string?)
if character then
local seat = model:FindFirstChild(Chassis.SEAT_NAME) :: VehicleSeat
if seat then
-- Teleport the character to the car before seating. Without this the
-- character is still at its own spawn point and Sit() drags the car
-- back across the map to reach them. Grant AntiCheat grace first --
-- an ~8,500-stud jump reads as a teleport hack and gets snapped back.
-- The character is CLIENT-owned, so a server-side PivotTo of it does
-- NOT stick: it holds for one frame and the client snaps it back to
-- where it was. Sit() then drags the seat's assembly across the map
-- to reach the character -- and because a constraint chassis keeps
-- the body, knuckles and wheels as SEPARATE assemblies, only the
-- body follows. The knuckles/wheels stay behind at the pad and the
-- car is torn apart (measured ~15,700 studs), later falling out of
-- the world.
--
-- Fix: don't fight the client. Record every part's offset from the
-- body while the model is still intact, let Sit() and the character
-- snap-back fully settle, then REASSEMBLE the car around wherever
-- the body actually ended up.
local primary = model.PrimaryPart
local offsets: { [BasePart]: CFrame } = {}
local movable: { BasePart } = {}
if primary then
local inverse = primary.CFrame:Inverse()
for _, desc in ipairs(model:GetDescendants()) do
if desc:IsA("BasePart") and not desc.Anchored then
offsets[desc] = inverse * desc.CFrame
table.insert(movable, desc)
end
end
end
AntiCheat.grant(player)
character:PivotTo(target * CFrame.new(0, 3, 0))
task.defer(function()
seat:Sit(character:FindFirstChildOfClass("Humanoid"))
if not primary then
return
end
-- Hold server authority while the rig is in pieces, otherwise
-- the client re-asserts the torn layout over our repair.
for _, part in ipairs(movable) do
pcall(function()
part:SetNetworkOwner(nil)
end)
end
task.wait(1.2) -- Sit() + client snap-back settle here
if not primary:IsDescendantOf(Workspace) then
return
end
-- Rebuild every assembly around the body, forced level so the
-- car never lands on its roof.
local position = primary.Position
local look = primary.CFrame.LookVector
local flat = Vector3.new(look.X, 0, look.Z)
if flat.Magnitude < 0.1 then
flat = Vector3.new(0, 0, -1)
end
local base = CFrame.lookAt(position, position + flat.Unit)
for _, part in ipairs(movable) do
if part:IsDescendantOf(Workspace) then
part.CFrame = base * offsets[part]
part.AssemblyLinearVelocity = Vector3.zero
part.AssemblyAngularVelocity = Vector3.zero
end
end
task.wait(0.3) -- let the solver accept the repaired rig
AntiCheat.grant(player)
for _, part in ipairs(movable) do
if part:IsDescendantOf(Workspace) then
pcall(function()
part:SetNetworkOwner(player)
end)
end
end
end)
end
end