The square represents the player while the big square represents the part welded to the player.
Is it possible to weld the position, but not the orientation?
The square represents the player while the big square represents the part welded to the player.
Is it possible to weld the position, but not the orientation?
Yep, i can tell the Difference
Cant you do this?
while task.wait() and SomeCondition do
Part.Position = Character.PrimaryPart.Position
end
That is a possible solution, but very costly to maintain, I was wondering if it was possible to make a weld that costs nothing to maintain
Couldn’t you use a BallSocketConstraint and then if you want to maintain an orientation relative to the world, use an AlignOrientation?
With constraints, you could add an AlignPosition with RigidityEnabled (or not???) and a one-attachment AlignOrientation. This lets the physics engine deal with positioning the part. However, the player can move freely and the part can only do its best to just follow the player.
The same should happen if you were to set the part’s position every tick, although then it could also clip through walls.
If you want the part to be attached to the player or vice versa, try a BallSocketJoint and an AlignOrientation.
If that causes physics glitches/failure to jump, try a Weld or whatever the modern equivalent is and adjust the CFrame every tick such as the block remains aligned the way it should be. The part will move with the player and the player will be unable to go anywhere the part won’t fit.