I’m not sure what is exactly causing this but applying an impulse while the humanoid is in the air while the :MoveTo() is active causes the humanoid to float in the air. At first, I thought it was an issue with my controller, but I ended up testing whether it would continue floating by deleting the script during run time however it still continued to spin and float around.
The only way for the character to stop and fall back down is to delete the humanoid. Is this an issue associated with just having a root part? The major thing I noticed is that the AssemblyLinearVelocity and AssemblyAngularVelocity is constantly being updated (even with the script gone). Setting it to an empty vector gets overwritten as if it’s being set in an infinite loop internally.
I’ve tried searching up any related issues here but I have found nothing. I would heavily appreciate the help. I’m considering not working with humanoids for the AI as I cannot find any solutions to prevent this.