If a Scale is applied to a character model (using :ScaleTo() or just applying to the character model in Studio), the movement becomes very erratic both in Studio and on a Windows client. The example below shows what happens when a Scale of 10 is applied when a player joins:
I’m sure this used to work as expected with regular movement maintained, and indeed it seems to still function as I’d expect on an Android client version 2.731.944 (this is the exact same game but run on Android):
Expected behavior
I’d expect the character to scale and move without the jumpy camera movement.