Fake player body unsynced with the actual player body

Hello! I am currently facing a pretty bad issue with a fake player body that i have created for my game. The issue is that the fake player body seems to not have the same rotation as the normal player body which in return makes playing in first person feel choppy and glitchy. The position of the fake body is fine, it’s just the rotation that is unsynced. I tried welding the fake body to the original one but that only interfered with the movement and made the game unplayable (even though the parts were not collide-able). I tried changing the update loop from RenderStepped to other ones to no avail. I tried manually setting primary part’s rotation to the player’s humanoid root part rotation and still nothing! I have ran out of ideas on what to try, so that’s why i am asking for help and if anyone has any ideas on how to fix this issue. Help would be greatly appreciated!

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have you tried setting the CFrame of the fake body?

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Yes, that’s what the update loop was for. I was calling the :PivotTo() method.

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