Making torso face mouse results in glitchy behavior

Hello! So I bind a function to runservice and in that I have this line:

rootPart.Parent.Torso.CFrame = CFrame.lookAt(rootPart.Position, Vector3.new(targetPosition.X, rootPart.Position.Y, targetPosition.Z)) * CFrame.Angles(math.rad(0), math.rad(-90), math.rad(0));

in my game we are having this problem:


when walking, the torso jitters back and forth. This doesn’t happen in studio, only when playing in game. Any ideas as to what I’m doing wrong here?

Maybe you can smoothly interpolate and avoid the weird jittering around it.
Or just use align orientation

My advice would be using alignorientation, because rotating the torso is a red flag to me personally.
Use alignorientation on the humanoidrootpart.

Found the problem. They were using shift lock. When aiming, I disable auto rotate, and it’s fixed!

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.