SOLUTION:For anyone seeing this issue in the future: to fix.
SET ALL weapon PARTS and PLAYER MASS/parts to Massless = true
I always noticed game’s had this bug, but now that I’m making a game with sword’s/tools. I’m not sure how to fix it. No parts in tool is collideable, I changed the player’s mass to massless, and even tried changing Weldconstraint to Weld. Nothing works so far
Whilst holding my tool out, holding S and jumping, makes me go backwards at an angle, and shakes my character/camera hard. and holding A or D while jumping makes my character move really slowly in the air.
Using a mesh didn’t change anything still incredibly buggy.
Also while I do think a whole single mesh that’s textured is probably ideal for performance. I noticed a big game “SwordBurst 3” uses multiple seperate parts, like 5 - 7+ for 1 sword. Which is highly surprisening knowing the owner myself is really strict on things being for performance.
I’m starting to think the reason they do that isn’t for performance, but instead they couldnt fix this issue either and having a bunch of small parts probably don’t cause this issue. Gonna go test this theory.
if anyone else figures out a solution let me know, but for now I’m gonna test this ^^
I swear I tried this So yeah it works like 95% of the way
This is before setting the parts to massless:
Note going slow while moving left, and how off center my character gets from the line from just jumping and holding S https://gyazo.com/bbc0600ad1add2dd81796c16679032db
While it is much better LIKE 90% - 95%, (I guess the clip doesn’t really show it) but if you hold S the character still goes slightly of center based on the black line (Alot more then the clip shows), and still shakes, while jumping and moving left still slows the player but is alot better then having mass. Any other thoughts to remove the last bit of buggyness?
( I compared this issue with swordburst 3 and their character’s dont even move slightly to left or right, nor any speed decreases when jumping )
I will mark you as Solution, but got any more ideas to possibly fix this last bit of buggyness?