AlignPosition.RigidityEnabled it doesn't work

It’s not that it doesn’t work as it is but on the other player’s screen it takes time to arrive but the screen of the player who is loading the other looks as it should

Just a few hours ago I learned how to use AlignPositions so I don’t quite understand what the error could be

the code is in a server script:

CarryEvent.OnServerEvent:Connect(function(player, MousePosition, TorsoPosition)
	local Params2 =
	Params2.FilterDescendantsInstances = {player.Character}--player.Character 
	Params2.FilterType = Enum.RaycastFilterType.Blacklist
	Params2.IgnoreWater = true 
	local direction = (MousePosition - TorsoPosition).Unit * 10 --Max Distance
	local result = game.Workspace:Raycast(TorsoPosition, direction, Params2)
	if result then
		if result.Instance.Parent:FindFirstChild("Humanoid") then
			local Character = player.Character
			local CarringChar = result.Instance.Parent
			if CarringChar.Ragdolled.Value == true then
				local Attachment1 ="Attachment", Character.Torso)
				local Attachment0 ="Attachment", CarringChar.Torso)
				Attachment1.Name = "Attachment1"
				Attachment0.Name = "Attachment0"

				Attachment1.CFrame =,1,0) * CFrame.Angles(90,0,0)
				local AlignOrientation ="AlignOrientation", CarringChar.Torso)
				local AlignPosition ="AlignPosition", CarringChar.Torso)
				AlignPosition.Name = "CarringWeld"
				AlignOrientation.Name = "CarringOrientation"
				AlignPosition.Attachment0 = Attachment0
				AlignPosition.Attachment1 = Attachment1
				AlignPosition.RigidityEnabled = true
				AlignOrientation.Attachment0 = Attachment0
				AlignOrientation.Attachment1 = Attachment1
				AlignOrientation.RigidityEnabled = true
				CarringChar.CarryingCharacter.Value = Character

I would be very grateful if someone helps me, I have no idea what the error is
(I also couldn’t find someone with the same problem :sneezing_face:)

I haven’t heard of someone using AlignPosition to do this, but there have been posts about welding a player to your arm for a ‘grab’ or ‘carry’ type move.
The issue is that you are dealing with the lag from your client sided movement to the server, back to the other player’s client, then having their movement sent back from their client to the server to your client.
You’d probably be better off welding them to your player, then trying to set NetworkOwnership of their player to the player picking them up so there is no latency because of all the lag.

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I decided to do it with alignposition because before I used weldconstraint and it happened to me like this:

and I decided to try what the solution said

This is what I mentioned :

bruh is super laggy xd