How to not let a player ragdoll (with custom Startercharacter)

Hello fellow programmers,

I am trying to work something out. I have a almost square torso for the startercharacter.
afbeelding

But the problem here is, that if you dash (makes you go with speed, see in the vid) and half of the torso touches a part, it will flip around like crazy. Here’s a script i made. (it doesn’t work) Can somebody help me fix this problem?

script.Parent.Humanoid.StateChanged:Connect(function(newState)
	print(newState)
	if newState == Enum.HumanoidStateType.FallingDown or Enum.HumanoidStateType.Running then
		script.Parent.Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
		wait(0.1)
		print(newState)
	end
end)

If the torso is a single BasePart instance try setting its “Density” property to a really high value.

image

You may need to play around with the value until you get the desired result.

Still doesn’t work i tried a lot of densities), i put it to 100 and it doesn’t help. Normaly i had the desity on 0.1. but if the desity is 100 ,every unanchored part will fly away (wery far) so thats also not want i want.

(also i set everything to 0 because the character bounces a bit if its not 0, but i just tell you so you know)
Ps: i tried a lot of different densities, but none worked.

(yes its 1 part)