Start with a repeatable failure, not a generic fix command
Record the coordinates, floor, approach direction and whether the player walked in, spawned or teleported. Repeat with a test character on staging. Ask a second tester to follow the same route, and preserve the map and server-resource versions with the result.
A character falling through a visible floor is a different symptom from an interior disappearing when the camera crosses a doorway. Describe what you actually observe. If staff move a stuck character to a safe location, log that as recovery rather than evidence that the original location now works.
| Comparison | Useful question |
|---|---|
| Walk in versus teleport | Does the entry method change the result? |
| Same point, second tester | Can another client reproduce the failure? |
| Candidate map alone versus full staging stack | Does another resource change the behavior? |
| Baseline version versus recent update | Can the regression be reproduced by one documented change? |
Observe collision loading around the current character
The Cfx native references expose RequestCollisionAtCoord and HasCollisionLoadedAroundEntity. The example below requests collision at the test character’s current coordinates and reports the latter native’s state, with a five-second timeout. It does not move or freeze the character.
This is an illustrative client-side diagnostic for a developer’s staging resource, not a tested production fix. The returned state does not certify every part of a custom interior. Keep the exact result alongside the route and asset observations rather than treating true as a guarantee that no floor can fail.
local checkingCollision = false
RegisterCommand('collisioncheck', function()
if checkingCollision then return end
checkingCollision = true
local ped = PlayerPedId()
local position = GetEntityCoords(ped)
RequestCollisionAtCoord(position.x, position.y, position.z)
local deadline = GetGameTimer() + 5000
while not HasCollisionLoadedAroundEntity(ped)
and GetGameTimer() < deadline do
Wait(50)
end
print(('collisioncheck: loaded=%s at %.2f, %.2f, %.2f'):format(
tostring(HasCollisionLoadedAroundEntity(ped)),
position.x, position.y, position.z
))
checkingCollision = false
end, false) If the failure follows a spawn or teleport
Review the resource that chooses the destination and releases the character into the scene. Capture the destination coordinates and the sequence of loading checks it performs. Compare against walking to that location normally before deciding the map itself is defective.
Do not paste an unbounded wait loop into a live entry workflow. Define a timeout, an observable failure and a documented fallback for your own implementation. A script that leaves a player indefinitely waiting creates another operational problem even if it avoids an immediate fall.
If the failure follows a map combination
On isolated staging, preserve the full failing setup, then compare the candidate map with a minimal known working configuration. Add related maps or replacement resources back methodically. Record the smallest combination that reproduces the defect for the maintainers.
Avoid using production players as the experiment. Keep an intact copy of the previous resource set and configuration. If a change resolves one location, repeat the original route and check adjacent entrances or floors before declaring the rollout ready.
Choose a fix from the evidence you collected
An authoring defect needs an asset correction; an entry-workflow defect needs investigation of that workflow; a resource interaction needs a reproducible combination. The symptom alone does not tell you which category applies. Keep the report specific enough that another person can attempt the same test.
Use the YMAP guide for installation checks and the texture guide for visual-streaming observations. These are GTA V/FiveM investigations, not evidence of GTA VI map compatibility. Magnate has not benchmarked or validated the diagnostic against a running game server.
Questions, answered.
Does a texture-reload command fix missing floor collision?
Do not assume that. Record whether the problem is visual, physical collision or entry-workflow behavior and investigate the relevant resource.
Does a true collision-loaded result prove my MLO is correct?
No. Keep it as one diagnostic observation and test the actual routes, floors and entrances separately.
Sources & editorial notes
Source review: November 7, 2026. Platform announcements can change. This guide separates published facts from Magnate’s original analysis and preparation advice.
- Sollumz 2.6 — Collision Reference Authored collision hierarchy, object-type flags and Flag Preset caveat.
- Cfx Native Reference — RequestCollisionAtCoord Coordinate-based collision request native signature.
- Cfx Native Reference — HasCollisionLoadedAroundEntity Entity collision-loading check native signature.
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