What do you want to achieve? Keep it simple and clear!
I wanna achieve a system like in a dusty trip, but a lil diff, you grab a part or smth with click detector and click again to release the part you are holding
What is the issue? Include screenshots / videos if possible!
Your goal seems specific, but in the end, it’s actually pretty open-ended. You want to make a grab system. You have inspiration and ideas for how it will look, but it will never be able to look exactly how it is played. The game you cited is working with entirely different scripts.
Maybe it would be better to refocus your goals on easier tasks first—prototyping can help find out what works, what doesn’t, and what you need to prioritize. Craft a whole bunch of different systems. With a framework, you can save time, tinker, and find the best one. What makes each of these games unique is how their mechanics work. Working directly off of a game can get you far, but it won’t give you a finished product that is unique.
To more directly answer your question, you may likely want to use a relatively simple, event-based system to check what the player’s Mouse.Hit returns. This can be used to bridge the player’s arm between that selected point and where their arm is in the world. Attachments can help a lot with this, alongside Vector3.Magnitude checks. After you know where the player is grabbing, you can make Constraint’s to use them with physics to hold the item.
You could even use Roblox’s new DragDetector’s to help isolate the physics to a single instance, rather than a Constraint with Attachment’s.
There are many different approaches to this idea; it is largely up to you to explore through trial and error. The steps I gave are only one way, which may or may not give you idealized results.
Edit: I recommend videos on hit calculation, RenderStepping and creating first-person cameras.
It’s cool, but the problem is that this asset only works on a local patch, and when you save/publish it to roblox, your hands disappear and because of this, the script breaks.