As you can see in the video the Pickup System uses a rope to attach the arm and the part but it also makes the part bouncy. Why, and how could I fix this?
You could use “CustomPhysicalProperties” to make the part a bit more heavy. Though this is kind of a temporary solution as it wouldn’t work for everything.
It might be the part’s mass, or that it’s Network Ownership of it is set to the server, causing some of your latency to interfere with some shenanigans.
I will have to test this shortly
The Network Owner is actually the player which I thought would have stopped this from happening
Interesting. Have you tried making the part masless?
Yes, I almost have set massless true and I still had no effect.
Just tried setting its CustomPhysicalProperties but to no avail it had no effect.
What happens if you change the dragged Part’s Friction Property to a low number and the Elasticity to 0?
That’s a good idea. I do see the arm moving around a lot as well though. I wonder if that could be the cause.
This lessens the bounciness but it still is noticable.
The arm is being positioned with a attachment and really does nothing to control the object the player has picked up.
What’s positioning the Attachment to the HumanoidRootPart? The Attachment is lagging behind the player.
Are you doing this on the Server or the Client?
The servers sets the Attachments Position and then never touches it again as Roblox makes it so attachments follow their parents by there desired offset.
But since the player is on the Client shouldn’t it be set there and then sent to the Server?
Then that would cause latency for the arm and the part as it would have to be updated manually by the server.
But I’m pretty sure that’s only for other players.
Animations and movement are client based, that’s why if someone is lagging you see their avatar pausing and skipping while moving.
It’s also how people can use other programs to teleport around if there are no scripts checking for movements like that on the server.
As of now ive changed it so the movement is controlled by the client and sent to the server using a renderstepped connection so it looks smooth. Still bouncy tho.
You’ve experimented with Massless on the Part. Is your Arm Massless?
Also try increasing the Density of the Part to see what happens? I know that Physics items have issues when 2 Parts are joined that have big differences in Density.