The reason I bring up PlatformStand is because the grabbed player is ragdolled during the grab. Also, my AlignPosition used TwoAttachment mode, one in the grabbed character’s HumanoidRootPart and the other attachment where the player needs to be grabbed.
You could also try setting the character’s network owner to nil, which is the server.
instead of trying to set a different player’s network owner, how about the player who is grabbed sets themselves network owner to the other player/server
heres an example:
say the person who is grabbing the other player sends a remote event to the grabbed player. the grabbed player now reacts to the event (Grabbed.OnClientEvent) and sets itself’s network owner to the player who grabbed them (or the server)
Hold on, try changing humanoid state types and the humanoid to PlatformStand
im not sure what state types but try some and continue to try and set the network owner to the carrying player or server
Hi, I am having the same issue and it appears many others do too.
I read on another post that instead of using Rigidity Enabled using MaxForce and Responsiveness to 200 achieves a similar effect or something.
When I tried that it seemed to work better (although it was a bit janky). There is a catch, however.
The person being carried sees it fine, but on the carrier’s client, it is still delayed.
Thank you very much! I will try implementing that into my script and return with results. I have seen it mentioned in similar posts before and the results vary but I am pretty open to options.
I’ve also heard setting the network ownership to no parent achieves a similar effect if you cannot apply it to the carrying player.