Hi Guys , I like playing simulators and scripting also , but I’m always keen to learn making pets system , I can make it , but I want to make it like multiple pets equip . As I have got access to posting on DevForum recently , so I can ask and in my own way ! 
I don’t need scripts , just a rough idea will be good about it ! 
I am not good at pet systems but for the first time I ever tried making them was Frog Island. But the frog uses tweening for its movement and its slow.
But for my idea, do something fimiliar to my project, I used attachments and made the pet’s primary part CFrame tween to the attachment’s World CFrame at a loop. But if the loop causes lag, make it that if the humanoidrootpart cframe changed, the pet moves.
Alr thanks
I will try it for sure
I can make a pet like it is attached to attachments but I wanna make multiple pets equip
What I think is , when we get a new pet , run a function which creates new attachment to which pets can be attached , then once done , attach the pets to them , after they leave I should save the pets that are equipped , then once they join again , I could check how much pets equipped and make attachments and attach
But there’s also a fact that I need to attach pets to the same attachments after they join once again
Have mutliple attachments and have them numbered, when the player equips a pet, have a variable of how much pets the player has equiped, if its 0, then have it find the attachment that is kind of like this
local petsequiped = 0
local attachments = script.parent.attachmentsFolder
local petsequipedslot = 3
If petsequiped < petsequipedslot then
petsequiped += 1
end
Then have the script find the attachment with the number of the petsequiped number also using tostring().
If your gonna use welds and not tweening, I recommend rigidconstraint.
Alr thanks
But there’s also a fact that I need to attach pets to the same attachments after they join once again , what I think is save the attachments position in tables and load it , but I don’t really understand how to do the same