I’m not sure if this is the right category for this, but I’m sure that the problem isn’t one with the code. So basically, sometimes my characters’ bodies go out of sync of where the player is actually located, which makes it seem like the player is invisible. The nametag flies around separately and shows the actual position of a player, but their body hangs around in a different place as a kind of ghost object. Here’s what it looks like
my characters have a lot of instances in them like hinges, balljoints, welds, etc and I’m guessing but not sure if this is the problem(I should run a test to see if it’s solved without it)
I personally did not have this problem. From my experience, Humanoid doesn’t work great with constraints, so I am guessing your constraints are related to movement or ragdoll? If ragdoll, I suggest doing Constraint.Enabled = false.
The problem remained, but about a week ago I fixed it just by deleting all character parts when the player dies. I think that this fixes it, but I’m definitely not completely sure, however I haven’t seen this problem after some minimal testing so I’m assuming it worked
actually this still happens. I tried to fix it by redoing my characters, and deleting them and reloading the character when they respawn. I noticed that in many games, the character nametag kind of lags behind the actual player body, whereas before it would always update constantly. I have no clue how to solve this in my game.
The problem also might be setting the Position (changes the weld’s offset) of the HumanoidRootPart on the client (or possibly on the server).
I would check what it looks like on the affect client, viewing client, and the server. Is it the same for all three or does the affected client have the correct constraint offset while the others don’t?
I believe the nametag is centered above the HumanoidRootPart. Try selecting all the instances in the character and send a picture with the highlighted parts.