Greetings!
Currently in the middle of working on an update for my game, and I’ve created a little system where you can “poof” (this is a Steven Universe game), which spawns a gem at your HumanoidRootPart and is intended to fall down and once touching the ground, waits a little bit and anchors. I have this working just fine, however, I do not like the fact that sometimes the “gem” (or part in this instance) will bounce around or roll. I’ve tried setting the collision fidelity to a Box, messed with the PhysicalProperties, and made it massless, which has lessened the effect but isn’t exactly where I want it.
I have tried both BodyGyro and BodyPositions, however certain parts will freak out and “fling” across the map and is very inconsistent for whichever reason. I’m not sure if there’s just a more efficient way of handling this, or perhaps not even relying on gravity to drop the gem but rather raycasting to the floor and simply tweening (there are multiple locations at different heights). This isn’t critical since we’ll just be going with the “raw” method, but some advice and help would be appreciated!