Humanoid.AutoRotate isn't working successfully with shift-lock

Hey! I’m just trying to make my user unable to rotate while my tween is playing, and I’m doing it enabling/unabling AutoRotate (humanoid property).

I implemented it on my VFX (local) script and it seems to work just fine with normal movement (just moving as usual, WASD; it works and doesn’t let me rotate my character, as it should), but it doesn’t with shift lock (it doesn’t work and let rotate my character if I use shift lock for it, as it shouldn’t); so I tried doing it server-sided and this issue isn’t happening, but it won’t match with my VFX tween since it is client-sided (client replicated, to avoid tween lagging).
Also, discovered that, if I remove the x.Humanoid.AutoRotate = true line it works (doesn’t let me rotate even with shift lock) BUT it will be like that forever since I’m not enabling it again.

Script:

function TweenEarth(x)	--just a tween: makes the player go smoothly forward -- "x" is character and works perfectly
	x.Humanoid.AutoRotate = false --important line
	local distance = 5
	x.HumanoidRootPart.Anchored = true
	local Ray = Ray.new(x.HumanoidRootPart.Position, x.HumanoidRootPart.CFrame.LookVector*distance)	--raycasting to don't make the tween go through any parts
	local Wall, HitPosition, Normal, Material = workspace:FindPartOnRay(Ray, x)
	local length = (x.HumanoidRootPart.Position - HitPosition).Magnitude
	local CFrameTween = TweenService:Create(x.HumanoidRootPart,
		TweenInfo.new(0.45,Enum.EasingStyle.Exponential,Enum.EasingDirection.Out,0,false,0.4),
		{CFrame = x.HumanoidRootPart.CFrame + (x.HumanoidRootPart.CFrame.LookVector*length - x.HumanoidRootPart.CFrame.LookVector*2)})
	CFrameTween:Play()
	CFrameTween.Completed:Connect(function()
		x.HumanoidRootPart.Anchored = false
		x.Humanoid.AutoRotate = true --important line
	end)
end

EDIT: forgot to mention that this function is fired for all clients!

Thank you for reading, I’d really appreciate your help!

Couldn’t you disable ShiftLock?

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I can perfectly disable/enable shift lock, that’s not the problem.

Thank you for replying!

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You said you want to make your user unable to rotate when a tween is playing and you mentioned that shift-lock let’s your character rotate so why not disable shift lock to avoid that?

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Because I want shift lock to be enabled (for camera angles, and to still keep it when tween is completed) without rotating the character.

Thank you for replying!

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I’m having this exact problem did you ever end up figuring this out since for some reason the player can still look around with shift lock on even though auto rotate is false