Issue
When a Contact Sender enters a Contact Receiver set to On Enter with a minimum velocity set, the following is observed:
  • Locally,
    self-interaction
    accounts for the velocity
    of the contact itself.
  • Remotely,
    self-interaction is inconsistent.
  • Globally,
    velocity of the
    sender
    is not tracked for remote players.
  • Globally,
    remote players must be moving themselves to trigger the minimum velocity.
Example:
  • Player A has a contact receiver on a shield that plays an effect when a sender with tag
    Sword
    of a minimum velocity of
    0.1
    enters it.
  • Player A also has a contact sender with the tag
    Sword
    on a sword.
  • Player B is using an identical avatar.
  • When Player A uses the
    Sword
    and taps their own shield with a reasonable amount of force, the effect plays as OnEnter is triggered.
  • This effect is inconsistently triggered remotely for Player B.
  • When Player B uses the
    Sword
    and taps Player A's shield,
    with equal or greater velocity
    to Player A's attempt, OnEnter is
    not
    triggered. – Tracking velocity is treated as a velocity of
    0
    .
  • When Player B
    keeps the sender stationary
    and
    moves via the control sticks or inputs
    , collision with Player A's receiver triggers OnEnter then
    and only then
    . – Velocity is inherited from the player.
Notes
  • This has been examined and observed by multiple people, and is reproducible. However, others who have done so either do not have access or are not present on the feedback website.
  • Possibly related to VelocityMagnitude Parameter local and remote acts different. Seems that how the velocity of both senders and the player is calculated is inconsistent and unreliable.