also it seems that its ok but its not the Player Who Got Carried Perspective character’s is like jittering
code:
for _, v: BasePart in if mode ~= "Dummy" then carry.Character:GetChildren() else carry:GetChildren() do
if v:IsA("BasePart") then
v.CollisionGroup = carryCollisionName
if (v:CanSetNetworkOwnership()) then
v:SetNetworkOwner(orig) -- The Player who's gonna carry the knocked players
end
end
end
seems like you are using body movers/constraints to move the carried person which may cause the delay to others, unless you set the properties right which can be hard and might not solve your problem.
Another way to go about it would be to use welds since its always a fixed position for both clients and won’t cause a delay. It could also be safer since the carrier can not modify the position of the carried person with their client in case they’re exploiting
have you tried setting the carried rig to massless just to make sure they dont weight down the carrier. You can also try using custom physical properties