I’m encountering a physics conflict where models parented under the player character cause the character to be flung around in the workspace. I’ve attached a video with repro steps to better help explain the situation. I was hoping to create player-owned entities by parenting and giving the player full network ownership over the model. But it is causing awkward physics issues; messing up the jumping/movement of the player. Is this intended behavior and would there be any work arounds?
I encountered the same issue a year ago, the fling seems inconsistent. I’m not sure if ‘CanCollide’ would help this, but you could try that. One workaround is using AlignPosition (if you intend to connect it to some part on the player), but if your goal is to have a player-owned entity only, a player full network ownership should be enough. Why exactly do you want the part to be parented to the model?
I have server-sided cloned pets, which gives players network-ownership to position the pet near the player. Animations also need to be played on the pet from the client, but animations can not be replicated (from the client) unless the pet model is placed under the player’s character. So parenting the model under the player has been the only work-around I’ve found to have worked, aside from the drawback of the physics issue listed above. I’m using a RunService to position the pets and not an AlignPosition. As for collision, the pets are in their own CollisionGroup which should keep it from colliding with the player.
Might want to give the new physics character controllers a try with this. This setup with extra stuff inside the character has never never worked with the default humanoid character controller, on the span of many years. The controller makes several assumptions in calculation based off of the entire model contents. This guide is very close to being complete enough for game use. How to Actually Use Roblox's Physics Character Controllers