I’ve dealt with this issue when using a repeat loop to enlarge a Gui instead of tweening it. It’s a problem of floating-point arithmetic. I think the best way to deal with this is to round the CFrames. Since it’s such a small difference from the actual numbers, the rounded numbers should be identical.
In the case you use math.floor and have a CFrame that has a x position of 2 and is compared to a CFrame with a x position of 1.99…, they wouldn’t match.
Similarly, using math.round, having a CFrame with x equal to 2.5 compared to a CFrame of x equal to 2.49… would also return a false.
Not to mention the solution only works with the position of the CFrames, not the rotation, and has an error distance of an entire stud. A better way to compare the positions is to do the following:
local epsilon = 0.0001
local function compareCFramePosition(a: CFrame, b: CFrame): boolean
if (a.Position - b.Position).Magnitude < epsilon then
return true
end
return false
end
(a.Position - b.Position) gets a vector from position B to position A. We can use this to get the difference like 0.00001 = 2.5 - 2.49999
Because we have a vector3, we use Roblox in-built magnitude method to get the length of the vector3.
Similarly, if you want to check the rotation of CFrames I suggest doing the same thing but instead of Position use the LookVector of the CFrame like so:
local function compareCFrameRotation(a: CFrame, b: CFrame): boolean
if (a.LookVector - b.LookVector).Magnitude < epsilon then
return true
end
return false
end
I bet there’s a more official way of doing this like comparing the Rotation property, but this is a pretty inexpensive and accurate method already.