was just about to launch a game and suddenly the pet system which relies on body position broke, it works short range but not over distances of ~80 studs. It has worked until now and have made no modifications to movement script, is there something ive neglected or is this a new bug?
Just to be clear this has worked in 500+ test runs
It might be helpful to have more info. What does your code look like that moves the pets? Why are you using BodyPosition as opposed to other things? Have you considered using the newer constraints?
local b = Instance.new("BodyPosition")
b.position = character.UpperTorso.Position
b.maxForce = Vector3.new(500000000, 500000000, 500000000)
b.Parent = Pet.PrimaryPart
local bg = Instance.new("BodyGyro")
bg.MaxTorque = Vector3.new(500000000, 500000000, 500000000)
bg.Parent = Pet.PrimaryPart
local Value = player.PlayerData.Other[T].Value
repeat
wait(0.75)
if player.PlayerData.Other[T].Value == Value then
b.position = character.UpperTorso.Position - Vector3.new(XZ, math.random(1,10)/ 20,XZ) + Vector3.new(0,4,0)
bg.CFrame = character.UpperTorso.CFrame
end
until player.PlayerData.Other[T].Value ~= Value
sorry should have included, ive always liked the smoothness and easiness of body position to answer second question, third question I would consider using other constraints but atm just wanna get game out
Is this code in a local script or server script?
If it’s in a local script, try telling the server to set the pet’s network ownership to the player owner. I am theorizing that the pet might be sitting outside the simulation radius when it stops working, causing the pet to stop moving.