Hello!
I’ve written a custom weld in order to be able to weld the player character to anchored parts while preventing any desync issue caused by using normal welds due to the change in NetworkOwnership.
But if the part the character is welded to is resized, the character ends up floating in the air and I’ve been unable to find a solution.
self.connection = RunService.Heartbeat:Connect(function()
if not self.part0 then return end
if self.part0:IsA('Model') then
if not self.part0.PrimaryPart then return end
if self.part1 then
self.part0:PivotTo(self.part1.CFrame * self.c1 * self.c0:Inverse())
else
self.part0:PivotTo(self.c0)
end
self.part0.PrimaryPart.AssemblyLinearVelocity = Vector3.zero
else
if self.part1 then
self.part0.CFrame = self.part1.CFrame * self.c1 * self.c0:Inverse()
else
self.part0.CFrame = self.c0
end
self.part0.AssemblyLinearVelocity = Vector3.zero
end
end)
Would somebody have a solution to this? Thanks!