Having Tool Equipped While Jumping Knocks Character Back

So recently, I’ve enountered this bug where everytime a player has this gun tool equipped and jumps, it knocks the character backwards an inconsistent amount. The main problem is this issue occurs very inconsistently, and the amount of knockback is also very inconsistent making it hard to figure out what this issue is.

To make the guns, I followed this tutorial (How to animate Tool Parts (Guns, Knifes etc.)), also known as the BodyAttach method. To sum it up it uses a Motor6D in the players torso to attach the gun to the player, allowing it to be animated and such.

I switched it to a handle and removed the actual gun model to attempt to figure out a solution but the issue still persisted. The GIF of the issue in action is here -> https://drive.google.com/file/d/1sg6wRAlXni5uVdQx6ey0UMl4v1xspcJB/view?usp=sharing

Does anyone have any ideas on why this issue is happening? If you need any more information/specifics feel free to ask for those as well.

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Have you made the gun CanCollide off and made it Massless?

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Yep, CanCollide has always been off and I just tried making everything Massless but the problem still persisted.

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Nevermind, I found out the issue and I have fixed this bug!

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What was the fix? I’m pretty curious as this seems to be a common problem on the forumns

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Bumping this since you never posted the solution. Please provide.

The issue I found was I had stored my bullet casing, which was a MeshPart under the local script in my tool to clone. The casing was not Motor6D’ed to my gun model, and when moved to ReplicatedStorage to clone from the issue stopped occuring.

TL;DR - I had an unwelded casing mesh stored under the local script in my tool causing the issue.

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