Fixed in update 1532.
Cause:
Switch generated on random position on very edge of extra floor just outside the room's wall,
floor testing logic should reject this position but it did not because it use larger sphere to look for the ground which barely catch that extra ground and passed.
Fix:
Update floor testing logic to test for smaller sphere when looking for floor for object placement, which should reject position in such case.
Fixed with update 1539
https://store.steampowered.com/news/app/1228320/view/3727331670933266249
Technical note:
This time it is a bit different, the problem came from "far object optimization" which turns object off when you are too far to save some performance.
In host's stage generation process, switch placement code already took an account and look for a free area before placing the switch but that system secretly turn off that glass cabinet while generating the stage, tricking switch placement that it is free to place a switch there, but when player gets near the glass cabinet, it activate the glass cabinet again.
Fixed with update 1539
https://store.steampowered.com/news/app/1228320/view/3727331670933266249
Technical note:
This time it is a bit different, the problem came from "far object optimization" which turns object off when you are too far to save some performance.
In host's stage generation process, switch placement code already took an account and look for a free area before placing the switch but that system secretly turn off that glass cabinet while generating the stage, tricking switch placement that it is free to place a switch there, but when player gets near the glass cabinet, it activate the glass cabinet again.