(https://gyazo.com/98e26df2beb89ae4ebca274495e790de)
No idea what’s causing the issue in the video above. Looking around I can’t find anything obviously wrong with the character model - as you can see in the bounding box for the character, is fit to the character and there’s no far-away parts within the model.
^ I’ve managed to isolate it to a bit of code that sets PrimaryPart.Anchored = true and a second later PrimaryPart.Anchored = false - but I’m not sure why it’s causing this issue.
Check on the server side if anything is wrong
Turns out I had both the client and the server setting Anchored / Unanchored at separate points. It’s possible the client set Anchored to true, the server then set anchored to true and the client then tried to set anchored to false.
I can’t think of any reason this would cause the rotating in the video, but my best guess it it somehow unsynchronized with the server - I confirmed NetworkOwner is set back to the player after unanchoring, but I think I’m going to just limit it to setting it on the Server.
Turns out this is not actually the fix 