Expanding WorldModel Simulation Capabilities: Support for Collision Groups
Summary
Roblox is moving collision group management from PhysicsService to WorldRoot, enabling independent physics simulation within WorldModel instances. This update allows each WorldModel to maintain its own collision group state and ensures consistent physics queries like raycasting across different worlds.
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check this out - Expanding WorldModel Simulation Capabilities: Support for Collision Groups [DevForum]
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Very curious what this means for server authority, all the maps in our game are client rendered and the server keeps a copy in its camera so it’s not replicated, and terrain never loads, so this creates issues with server authority for us Will these new upcoming world model changes possibly make thi
These changes are huge and I definitely find them very exciting. Will there ever be a feature, either through this or some other means, which helps us create different worlds players can teleport between within a single server? The current solution is generally to just put areas far away from each o
I’m very happy to see more control over physics being handed to devs, I hope to see more along these lines!
It’s all coming together… Custom replication via Zones/Scenes My simple solution to this is for an instance similar to WorldRoot to be implemented which would only simulate physics of descendants beneath it. And then you would have multiple of these instances be the “root” of your levels such that p
Hi! Our studio has been running into severe performance degradations related to WorldModels; the root cause is we have an inventory of upto 400 items, each one being animated with a WorldModel. We already employ virtualization and only render WorldModels on-screen, however that itself is the bottlen
I don’t know, if I have ever seen a game use a ViewportFrame with a WorldModel, just to do physics in it. So, I am not sure why physics simulation inside WorldModel. Also because ViewportFrame has a resolution cap. But if this is about WorldModel while under Workspace, with different physics, then m
Yesss now make particles work in vp frames
mobsterlobster: Exposing scriptable physics stepping on WorldRoot this is massive!!! This should allow for all sorts of cool stuff, off the top of my head custom rollback netcode. I know server authority is a relatively new feature but there is currently a lot of edge cases where the netcode falls f
Are you guys exploring the idea of being able to have multiple workspaces with different players in each ?
mobsterlobster: UseWorkspaceCollisionGroups So this means we won’t have multiple workspaces in the future?
Roblox !!! Youve been cooking with these updates lately. The thing that would make me really happy would be seeing server authority allow more freedom regarding “invalid attributes” andd methods that allows terrain to be modified in scripts
I like the direction this is going in, really looking forward to getting better access to how physics runs. Also convenient to call the functions directly through the WorldModel, those kind of changes are nice. I’ve wondered for a while what determines the collision group limit of 32 (now per WorldM
shouldn’t you be able to simulate this with one workspace? You can create a new copy of anything you want to be server replicated on player join and then destroy those instances on all other clients. What usecase makes true separated workspaces necessary?
Speaking of Collisions, are there any plans to fix Precise fidelity to actually be a 1:1 collision model of the mesh?
I’m glad to see this happening! Could we also possibly see support for lights and shading in viewport frames? I think it’s one of the biggest things holding back viewport frames. currently.
Suggestion: Add PhysicsSimulationSource and AnimationSimulationSource property and a manual StepPhysics(deltaTime) and StepAnimation(deltaTime) method to WorldRoot PhysicsSimulationSource: WorldRoot? : points to another WorldRoot to inherit its physics tick from (defaults to Workspace ). Setting it
this isn’t how collision fidelity works. collision during physics simulation and how a mesh is rendered is calculated completely differently, roblox doesnt ensure a perfect match between the two for optimisation and physics accuracy reasons. if PreciseConvexDecomposition doesnt give you enough accur
The Roblox Engine would benefit significantly from a singleton that is used everywhere that needs physics simulation, including Workspace . WorldModel feels almost like a singleton, but it isn’t given how there is still behavioral and capability differences between it and Workspace . Workspace and W
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