Part following another part delay

So I am trying to make sphere controlling physics (basically testing it)
Everything is going well but…

When the player would be standing on the sphere


It would fling him, so I added a invisible part that works like a hitbox.
It would teleport to the sphere’s position and not changing its rotation, making the player
unflingable.

Everything worked fine.
Until there was a delay.


(The granite part is the hitbox, as you can see it does not rotate)

I have no idea on how to fix that.
I tried using RunService.Heartbeat and etc

game:GetService('RunService').Heartbeat:Connect(function(dt)
	script.Parent.CFrame = (CFrame.new(script.Parent.Parent.BoulderMain.Position) * script.Parent.CFrame.Rotation)
	script.Parent.Velocity = Vector3.new(0,0,0)
	
	script.Parent.Parent.BoulderMain:SetNetworkOwner(nil)
end)

This is the current code for the hitbox part.

Any help would be appreciated

2 Likes

why you need hitbox to rotate? it should be invisible plastic part without shadows and collision bc performance, and if you making ownership, it means you rather using client, because client and server have a delay between them, for example part on client would be 0.5 sec faster than server

i dont need the hitbox to rotate.

i need the player to stay still on the sphere

also i need to make player have the ownership?

2 Likes

ok i dont think theres a solution