Player network bug?

So i am working on a carry system for my game and i am using weld to make this happen.
It works perfectly fine with NPC but when it comes to players there is bugs.

I tested this with two dummies in studio.
Here is what happens when player2 carries player1
https://gyazo.com/ba2e32d4c7ce5d9f63e7a6f19ac8b73a
and here is what happens when player1 carries player2
https://gyazo.com/790111b725249fdb38591f5cd8bdc674

Here is the part of my script that is welding the characters

Phy:CreateCollisionGroup(SSName)
Phy:CollisionGroupSetCollidable(SSName,SSName,false)
for i = 1,#Player:GetDescendants() do
	local v = Player:GetDescendants()[i]
	if v ~= nil and v:IsA("BasePart") then
		Phy:SetPartCollisionGroup(v,SSName)
	end
end
for i = 1,#Victim:GetDescendants() do
	local v = Victim:GetDescendants()[i]
	if v ~= nil and v:IsA("BasePart") then
		Phy:SetPartCollisionGroup(v,SSName)
	end
end
local Weld
				
Weld = Instance.new("Weld")
Weld.Part0 = Root1
Weld.Part1 = Root2
Weld.Name = "CarryWeld"
Weld.C0 = CFrame.new(0,0,-1.5)
Weld.Parent = Root1

I wanted to know if i am doing something wrong in my code.

Is this issue occurring after player 2 was carried? Or does this always happen with player 2 regardless?

It happens after any of the players are carried

Make sure the player that your carrying are not collidable, and he’s character is massless.

1 Like

this was the issue, thanks for helping out.

1 Like

No problem! I did a carry mechanic too, I suffered the same problem.