That’s what Destroy() mainly does, parenting the object to nil, with the exception of preventing memory leaks and locking it’s parent property, not allowing it to be brought back as well. You still have a reference to the accessory so it still exists, just not in the game.
Using Destroy() just doesn’t allow you to change it anymore, and effectively removes it. You don’t need to worry about it still staying after that, if you do just set the reference to nil, in this case v = nil
it seems like its getting destroyed on the server because it says the parent is nil the output, but on the client i can clearly see that the accessory is still on the character and it is still parented to it
this is a server script so i tried using a remote event, i sent v as a parameter and that works i checked with a print, but on the client the destroy doesnt even do anything, doesnt unparent or nothing
i dont need to set it back really i just need to destroy it
i tried parenting it to places like workspace instead of using :Destroy(), and the output says that the parent is workspace, but in the client the accessory is still there on the character and still parented to the character
this is inside a viewportframe and a worldmodel if you didnt see on the screenshot, could be something with that?