BillboardGUIs have improper size and resolution

Explanation and step-by-step (using the attached place file):
What it seems to be is that when the character is respawned, since we are using a custom camera module, it breaks the way BillboardGUIs are rendered. When the character is first respawned (when the player joins), the issue does not appear, but after the character is respawned a second time (approaching the part that changes the player’s class), it breaks the rendering of the BillboardGUIs.

Everything that happens with the character model happens within the Character module’s :LoadCharacter() method.

The camera’s subject is changed when .CharacterAdded is fired on the client side.

The camera module updates the player’s camera every frame at .RenderStepped and directly applies pre-calculated values to the local player’s camera CFrame.

System:
AMD Ryzen 5 5500
NVIDIA GeForce RTX 5060
48gb memory

Videos:
character debug billboard
pickup proximity prompt

evertag_dev2.rbxl (1.0 MB)

Expected behavior

They would scale correctly and the resolution would be consistent no matter where you placed the camera or whether or not the character respawned or if we were using a custom camera module.

Perhaps it’s because of something that was written in the Camera module but everything seems to lead to it just applying the CFrame transformations directly to the camera at the end of the loop.

Follow-up
It also causes shadows to disappear as well…unless that’s an unrelated issue.

Follow-up again…
Apparently this is just a logic error on my behalf. I apologise for the unnecessary post.