I guess you could use AlignOrientation and AlignPosition in conjunction on the player (is that the right word?) or you could align the player’s CFrame with the part (when you’ve detected that they’re on the part either using a raycast or by using a touched event)
Doing this can be extremely complicated. And easier way to achieve the same effect is by using AlignPosition and AlignOrientation at maximum responsiveness. Set the two at One Attachment mode and then set the position you like and then using tweenservice rotate the CFrame of the AlignOrientation and this will also allow the character to rotate.
I was cooking up a response but it’s a bit inefficient. Maybe it would be like a Touched event + checking if the part is spinning or raycasting every (x) seconds and checking if the part is spinning
(both aren’t very performant either way when done frequently)
local TagName = "tag name"
local Parts = CollectionService:GetTagged(TagName)
local function activateAlign(otherPart, part)
if otherPart.Parent:IsA("Model") and otherPart.Parent:FindFirstChild("Humanoid") then
otherPart.Parent.HumanoidRootPart.CFrame = part.CFrame
end
end
for i, part in pairs(Parts) do
Part.Touched:Connect(function(otherPart)
activateAlign(otherPart, Part)
end)
end
Now this probably won’t work, Im just giving you a layout on how it would look. Just kinda something to keep in mind
ya just replace “tag name” with the name of your tag
you could also just add a AlignOrientation and AlignPosition when the player touches the spinning parts and then destroy the Aligners once the player stops making contact if that makes sense
That’s a whole lot of work for something really simple.
Tweening a rotating part doesn’t make sense to me.
Just use a HingeConstraint set to Motor on the unanchored spinning Part. No scripting involved.
Constraints are physics based, so players will move on them.
The other thing to do when using tweens is to tween an anchored Part, but make it cancollide false and weld an unanchored Part to the anchored one. The tweened part is CFramed, so it causes the slipping issue, but when you weld an unanchored Part to it then the unanchored Part spins physically and the player can move with it.