Parts being anchored even though Anchored box unticked

local player = game.Players.LocalPlayer

local marketplaceService = game:GetService('MarketplaceService')

local replicatedStorage = game:GetService('ReplicatedStorage')
local backpacks = replicatedStorage:WaitForChild('Backpacks')
local backpack = backpacks:WaitForChild('Backpack')
local santa = backpacks:WaitForChild('Santa Backpack')

repeat wait() until player.Character

if marketplaceService:UserOwnsGamePassAsync(player.UserId, 5521056) then
	
	local backpackClone = santa:Clone()
	
	local weld = Instance.new('Weld')
	weld.Name = 'BackWeld'
	weld.Part0 = player.Character.UpperTorso
	weld.Part1 = backpackClone.Handle
	weld.C0 = CFrame.new(0, 0.25, 1)
	weld.C0 = weld.C0 * CFrame.fromEulerAnglesXYZ(math.rad(10), math.rad(90), 0)
	weld.Parent = backpackClone
	
	backpackClone.Parent = player.Character
else
	local backpackClone = backpack:Clone()

	local weld = Instance.new('Weld')
	weld.Name = 'BackWeld'
	weld.Part0 = player.Character.UpperTorso
	weld.Part1 = backpackClone.Handle
	weld.C0 = CFrame.new(0, 0.25, 1)
	weld.C0 = weld.C0 * CFrame.fromEulerAnglesXYZ(math.rad(10), math.rad(90), 0)
	weld.Parent = backpackClone
	
	backpackClone.Parent = player.Character
end



As you can see, when Iā€™m in game the parts inside the handle become anchored, but in studio the boxes are clearly unticked. The code above is what puts the backpack inside the character and is the ONLY piece of code that affects the backpack. There is nothing even in the entire game using Anchored in the code.

You could easily write a line of code that forces Anchored to false or check your game for unintended welds or surface joints. It is most likely an unintended joint, because the Anchored property is certainly not at fault here.

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