Uploaded January 2023 | Updated September 2026, 1 day ago
So, with enemies that are comprised of multiple collision polygons, the ploygons appear to continue on the path they were moving with the velocity they possessed on the frame the room "paused" all enemies. This "pausing" is a feature of occluded rooms that's been known for a while, but the polygons floating away isn't something I've seen documented before. Thanks to Primewatch2 we can easily see what's happening, and also that they instantly return to where they should be upon making the room visible again.
So, with enemies that are comprised of multiple collision polygons, the ploygons appear to continue on the path they were moving with the velocity they possessed on the frame the room "paused" all enemies. This "pausing" is a feature of occluded rooms that's been known for a while, but the polygons floating away isn't something I've seen documented before. Thanks to Primewatch2 we can easily see what's happening, and also that they instantly return to where they should be upon making the room visible again.










