2026 Longterm Bug Roundup Thread

Oh yeah good report.

its frustrating because usually i build obstacles and progression and need a default size to know players can fit/reach and so on. then when too small or large they get stuck and confused why it doesnt work

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[1.1.30] and before. This has been around for 3? years?. When you enter a game of mini golf, but the game is in session there is the possibility that you will be able to hit the ball, causing a shot to be counted, just as the hole timer expires. If this happens. If you do then you are awarded 1 shot on the scoreboard and not the full penalty. See picture from the current 1.1.30 version as it just happened to me..

On this course I joined at hole 9, hit the ball once and then the timer ran out.

Hopefully the fix should be simple, just issue the full penalty if the timer runs out.

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This thread from September 2024. In effect custom maps that a Steam user has subscribed to are re- downloaded from the host when they enter a game/condo. The discussion also touches on the possibility of compressing the maps, and they zip down extremely well.

It would be great if the game did not bother to download a map if its been subscribed to as Steam will have done the updating. Or for the maps to be compressed.

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Hi,

I have just added a fairly long report on mini golf part texturing ( [1.1.3.0] Current issues and glitches with mini golf part texturing ) and am linking here for consistency as I am not sure how many are known issues.

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Flying Pets have collsion, and when walking in the direction of the pet causes alot of lag.

Currently seeing it happen on the flying eyeball pet.

I solved this on the Flying Robot pets and Flying Eyeball pet, are there any others you’ve witnessed this on?

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Posting this here so it gets a little more coverage; it’s recent but it’s really, really hard to explain to newcomers why their guns don’t work and generally makes SDNL Arcade more of a mess than it already is. It’s a pretty major bug that turns off a lot of people from Arcade (the main gamemode of SDNL I’d argue and the first one in the list) and the sooner it’s fixed the better.

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I don’t know if it has its own thread but one thing I still see from time to time is, when connected to a plaza/server and changing accessories with a workshop player model equipped, sometimes your accessories get re-scaled to the default player model’s size and cause clipping issues. I’m not sure if other players see this but it makes it hard to tell whether certain accessories look good on your model.

Noclip getting stuck ā€œonā€ when actually off This is a minor but pervasive one triggered by various circumstances. Sometimes, if your player state changes while noclip is enabled (via various methods, like dying), it’ll be in a weird in-between state of on and off. Usually this can be resolved by just toggling it twice. Sometimes though it can lead to glitchy states where you DO noclip but your gravity is enabled (like in this bug)

Workshop models gib wrong When dying to something that severs your legs from your player model, workshop models will spawn a pair of legs, but then drop a full ragdoll alongside it instead of what should be just the upper half of the body.

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Actually these ones are some of the most pervasive longterm bugs, theyve been around as long as i can recall playing the game:

Clicking through submenus: When you click on something when a menu is on screen, it also clicks on something behind it. This is most easily noticeable when building in a condo. If you click on an item in your inventory without dragging it, it will actually select whatever is behind the menu inside your condo. Sometimes this also happens when clicking on things like the inventory search bar, or other things. It’s very annoying

ā€œMoveā€ from edit menu breaks This one is hard to consistently reproduce, but it happens frequently when I’ve been editing stuff in a condo for a while, often when alt-tabbing throughout the edit process. (which is often necessary to do when grabbing URLs for canvases, etc). If you are editing a placed item, clicking the ā€œMoveā€ button above the edit menu will not bring up the move menu at the top right. It will render the XYZ arrows, but not the menu. When this happens you can only fix it by closing the edit menu, alt tabbing out, and alt tabbing back in.

Releasing mouse when dragging XYZ arrows doesn’t release the item Again hard to reproduce but happens often in a longterm condo editing session. When clicking and dragging XYZ arrows to move an item, sometimes when you release your mouse click, the item doesn’t register the release and continues following your mouse until you click again. This has been present for so long that I’ve started avoiding using the arrows entirely despite their usefulness. This also might be related to alt-tabbing, not sure.

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Issue involving SDNL weapons not being given and also not respawning (white woman bug) still happen. Albeit less often.

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This is one I’ve noticed myself and other people have too:
For some people, the workshop takes FOREVER to load. Like 10-20 seconds. For others its instant. It’s always been slow for me. So i have to sit there like an idiot waiting for the workshop thing to load so I can switch my model. It’s faster for me to just save the model as an outfit, since actually DOWNLOADING the model is fine, it just takes forever to load the menu itself.

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A couple relating to the golf flag in the Mini golf SDK. I thought these had been fixed ages ago, but must be mistaken. They have been around since the 1st iteration of the sdk.

  1. When you place a a flag in a hole it will orientate itself to be in the same direction as the hole. You can rotate the flag in the editor to a different direction, but when you play the course the flag returns to face the original direction. As a result you cannot have flags pointing the same way as some golf holes have different wall orientations (eg u shaped, parallel sided).

  2. There was a bug that caused the flag to expand if a hole was set to 4x4. while this has been fixed, actually scaling the hole in the z axis (sometimes needed when using the 4x4 dipped hole, as the slope is a bit too shallow), results in the flag scaling as well.

The flag should really follow its own scaling and orientation and not that of the hole it is in.

Have a weird long-term bug related to the Ball Race SDK. Makes playing some custom ball race maps in multiplayer very annoying currently.

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Hats, accessories and equippable items (jetpacks/wings/backer speed shoes) frequently don’t load correctly or deload randomly when entering different areas (entering the casino, arcade or nightclub), joining another plaza server or even just sometimes when switching between first and third person.

Taking part in a minigame causes things to disappear after the minigame ends too.

Usually re-equipping something, like my jetback or backer shoes forces a refresh and fixes the issue.

In the case of the backer shoes, the speed increase still works as normal but the trail refuses to render until re-equipped

Another one that comes to mind is being the server host caps FPS to 60, I’m assuming there’s some engine limitation preventing this one from being fixed but I figured I’d mention it anyways because I imagine most people dislike it.

Coin pushers in the arcade can get particularly laggy if someone has been playing the machine over and over, making it get fairly backed up with coins. Some kind of GPU instancing or physics sleep for the coins might alleviate this if you’re not already doing that.

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Yes, this is an engine issue. If the host has more than 60 FPS the physics start to degrade and massively desync. Tower is on Unreal 4.22, later versions most likely have fixed this. Unfortunately the amount of work to upgrade the engine is too much for our team right now. Basically every major system would break, workshop, landscapes, lighting, libretro, etc. It could alleviate a lot of the issues we’re facing but definitely introduce newer ones. I’m not actually sure if the later versions fix the uncapped FPS physics issue.

We’ve been making a lot of attempts to resolve this, including separating the arcade physics and networking into different subsystems. We do GPU instancing and use physics sleep. Coin pushers are just incredibly expensive on the CPU as it requires CCD (constant collision detection). However, I believe the issue with the low FPS happens when you are trying to sync up with the amount of coins in the machine - not the simulation. It only runs physics simulation when you are actively the one playing, if you are not it has no collisions or simulations being ran - only networking positioning. I don’t know if players would be okay with it - but having the coins disappear after awhile when not being played could help this.