Part's Position not updating

Can somebody help me?
For some odd reason, the part highlighted in the picture (including all of the Blaster Model’s children) has its Position property not equal to the Position shown on the screen. It seems to be falling down.

For added clarity, the model is local to the player only.

1 Like

Can you show us the script?
(30 chars)

It’s kinda long though

RS.RenderStepped:Connect(function()
	UIS.MouseBehavior = MBehavior
	Char = workspace:WaitForChild(Player.Name)
	Head = Char:WaitForChild("Head")
	humanoid = Char:WaitForChild("Humanoid")
	Camera = workspace.CurrentCamera
	if Playing then
		local CurrentTime = tick()
		if humanoid.Health ~= 0 then
			if humanoid.MoveDirection.Magnitude > 0 then
				local bobble_X = math.cos(CurrentTime * 8)/8
				local bobble_Y = math.abs(math.sin(CurrentTime * 8))/8
				local tilt = CFrame.new()
			
				if UIS:IsKeyDown("W") then tilt = tilt * CFrame.Angles(math.rad(-7),0,0)end
				if UIS:IsKeyDown("S") then tilt = tilt * CFrame.Angles(math.rad(5),0,0)end
				if UIS:IsKeyDown("A") then tilt = tilt * CFrame.Angles(0,0,math.rad(3))end
				if UIS:IsKeyDown("D") then tilt = tilt * CFrame.Angles(0,0,math.rad(-3))end
			
				bobble = bobble:Lerp(tilt + Vector3.new(bobble_X,bobble_Y,0),.05)
			else
				local bobble_X = math.cos(CurrentTime)/30
				local bobble_Y = math.sin(CurrentTime)/10
				bobble = bobble:Lerp(CFrame.new(bobble_X,bobble_Y,0),.1)
			end
			if UIS:IsMouseButtonPressed("MouseButton1") then
				if CurrentTime - FireTick > GunProperties.FireRate then
					FireTick = CurrentTime
					local target = Mouse.Target
					if target then
						PlayerHit:FireServer(GunModel.Front.CFrame,Mouse.Hit,target)
					end
					
				end
			end
			GunCam.CFrame = Camera.CFrame * bobble
		else
			Playing = false
			MBehavior = "Default"
			GunModel:Destroy()
		end
	end
end)

I don’t see any print().
(30 chars)

The print is in another script in ServerScriptService

Can you show us the part where it prints?

Here

--This is inside a server script
PlayerHit.OnServerEvent:connect(function(player,origin,hitPos,target)
	local GunProperties = GunData[FindGun(player)]
	if GunProperties.Type == "Laser" then
		local RayPart = bulletTrail:Clone()
		RayPart.Size = Vector3.new(.5,.5,(origin.Position - hitPos.Position).magnitude - 1)
		print(origin.Y) --This part
		RayPart.CFrame = origin:Lerp(hitPos,.5)
		RayPart.Parent = workspace.temp
		RayPart.BrickColor = player.TeamColor
		Debris:AddItem(RayPart,5)
	end
	local Human
	if target.Parent:FindFirstChild("Humanoid") then
		Human = target.Parent.Humanoid
	elseif target.Parent.Parent:FindFirstChild("Humanoid") then
		Human = target.Parent.Parent.Humanoid
	end
	if Human then
		local targetPlayer = Players:GetPlayerFromCharacter(Human.Parent)
		if targetPlayer then
			if player.Team ~= targetPlayer.Team then
				if Human then
					if Human.Health > 0 then
						if target.Name == "Head" then
							Human.Health = Human.Health - GunProperties.Damage
						else
							Human.Health = Human.Health - GunProperties.HeadShotDamage
						end
						if Human.Health < 0 then
							local plrlevel = Levels[player.Name]
							plrlevel.Value = plrlevel.Value + 1
						end
					end
				end
			end
		end
	else
		local tempMark = bulletMark:Clone()
		tempMark.CFrame = hitPos
		tempMark.Parent = workspace.temp
		Debris:AddItem(tempMark,5)
	end
end)

Yeah I know that

The Y value shouldn’t be changing that much. How are you getting the GunModel?

The GunModel is the model under CurrentCamera

Ok now looking deep into the picture, the part that you are selecting isn’t the Front part. Try selecting the Front part and see if it matches.

Nope, it’s still not matching.
It’s happening to all of the Model’s children.

Is the Y value updating in the explorer? I tested it and the value isn’t updating in the explorer.(sorry for asking so many questions)

I’m not sure why. Honestly it may be because of the scripts or something you used in the game??

Well it seems that it is not updating in the explorer but the thing is, it appears just fine on my screen so it should’ve updated (the model is local btw)

Yea that happens to me too. Probably because it only appears the information when we last select the object.

Maybe it has something to do with FE???

Definitely no cause you fire the remote event with the part’s position as a parameter on a client. Most likely

I just try it, and while I was jumping, I select the object again and the difference between the number that printed while I’m jumping and the number that is shown on the property tab aren’t really large.

But why is the object constantly falling down though(based on the position value stated)? In the localscript,

GunCam.CFrame = Camera.CFrame * bobble

This line of code should’ve set the Cam part’s CFrame to Camera’s CFrame (with added bobbling effects), so the position must’ve also changed too.