Pet Following Logic Causes Weird Engine/Collision bug?

Hi guys, I’ve encountered a little weird physics bug or something i can’t explain yet, so I’m reaching out maybe someone could point me to the right direction

So basically a player has a pet rig that follows him, all the following logic is on client side via MoveTo() method

Everything works great but there’s one thing - whenever the pet rig is stuck/encountering some obstacle and the player jumps, some force I can’t explain just starts pushing the player with a lot of force, this happens only when pet rig is stuck and player jumps

All collission groups are set properly so pet cannot possible collide with player, I just can’t figure out why that could be happening

Appreciate any info/suggestions :pray:

Video: Demo - Album on Imgur

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is the pet attached to the character in anyway? like a motor6D or weld?

No, there’s no attachments

Here is the place where you can reproduce it, i made a “Spawn Baby” button which spawns the baby and placed a couple of obstacles so you can try it

babies.rbxl (104.8 KB)

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okay. not sure why this happens, but its because the baby is parented to your character, moving it into the workspace seems to fix it

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Thx for the observation, that’s interesting!

I parented the baby inside the player so all the animations (walk, idle) we play on baby locally also replicate to other players

Gotta think right now of some other ways to replicate that

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