Attaching player characters

Hello! I want to make 2 players obby and there must be a system that player1 model is becoming plane and player1 character attaches to player 2 so pls help me how to do it. I’ve already tried:

  • Changing Plr1.Parent = Plr2
  • Motor6d Part0 = Plr1, Part1 = Plr2
  • Same as motor6d but welding

it worked but normal plr (thats not a plane) moving really bad like with small lags, can u tell me how to make it work good?

script:

return function(PLANE: Player, PLR: Player)
	local PLANE_CHAR = PLANE.Character
	local PLR_CHAR = PLR.Character
	
	if not PLR_CHAR and not PLANE_CHAR then return end
	
	local PLANE_ROOT: BasePart = PLANE_CHAR:FindFirstChild("HumanoidRootPart")
	local PLR_ROOT: BasePart = PLR_CHAR:FindFirstChild("HumanoidRootPart")
	
	local PLR_HEAD: BasePart = PLR_CHAR:FindFirstChild("Head")
	
	if not PLANE_ROOT and not PLR_ROOT and not PLR_HEAD then return end
	
	local COLLISION_GROUPS = require(game:GetService("ServerStorage").TempData._CollisionGroups)
	--[[COLLISION_GROUPS[PLANE.Name] = PLANE.Name
	PLANE_ROOT.CollisionGroup = PLANE.Name
	
	for _, descendant in pairs(PLR_CHAR:GetDescendants()) do
		if descendant:IsA("BasePart") then
			descendant.CollisionGroup = PLANE.Name
		end
	end]]
	
	--PLANE_CHAR.Parent = PLR_CHAR
	--[[-- SETTING MOTOR6D
	local MOTOR = Instance.new("Motor6D")
	MOTOR.Part0 = PLANE_ROOT
	MOTOR.Part1 = PLR_HEAD --PLR_ROOT
	MOTOR.Parent = PLR_ROOT
	
	PLANE_ROOT.CFrame = PLR_HEAD.CFrame * CFrame.new(Vector3.new(0,3,0))]]
	
	local WELD = Instance.new("Weld")
	WELD.Part0 = PLANE_ROOT
	WELD.Part1 = PLR_HEAD
	WELD.Parent = PLR_ROOT
	
	print(COLLISION_GROUPS)
end

remove the motor6d because you already have a weld

i dont have both, i tried only motor or only weld but player moving slowly (slowly i mean with delay like i press button and it reacts after ~1.5 second)

I think you really need to use setnetworkownership like described here. You will have to apply it to your situation, but the same rules apply for connecting 2 players.

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