Align Orientation is too slow and lags behind

So I’ve been attempting to make a wall climbing script with the new Align Orientations and Vector Velocities. However, I found that the Align Orientation even with 200 responsiveness and RigidityEnabled still updates slowly. So, when I try to climb around a cylindrical object the players position slowly gets further away from the part. My theory as to why this happens is that while the Align Orientation still updates, the player moves to the left which makes it move at a unintended angle. I’ve looked all over the Developer Hub about both the topic wall climbing and Align Orientation. However, all the wall climbing scripts I could find all utilized Body Gyro which is deprecated at the time. (I am very rookie when it comes to scripting as I’ve only been doing it for about a month. There are many things I don’t understand so if you could be descriptive about a solution I would be very appreciative.)

(I also have no idea how to record videos of any sort other than the built in recording system in roblox)

Perhaps it’s not the align orientation but the vector velocity causing the issue.

Perhaps you just need to add an extra velocity in order to make the player stick to the wall and create centripetal force.

BTW is the vector velocity related to world space or the attachment?

Thanks for replying!

The Vector Velocity belongs to a attachment that is inside the HumanoidRootPart. And, to make the player move using the Vector Velocity I use Up Vector and Right Vector to move the character in the wanted direction. One of the solutions I attempted to do not to long ago was making another Vector Velocity that would push the player against the wall but all it did was delay the chararcter from eventually falling off. However, the wall climbing script is in a local script that resides in the Starter Character Scripts and has about 1000 lines of code. So the bug could really be anywhere within the code. (I’m going to be gone for a couple hours so after this post my response may be delayed)