Projectile angling a bit left or right when Jumping and holding a or d

When I hold jump and A or D and shoot the projectile, the projectile angles left when i hold A and angles a bit right when i hold D
angling
In this picture, im using shift-lock and facing one direction and holding a or d and jumping and shooting. You can see that the projectiles are a bit angled.

But, ive found a fix for this. If you put wait(0.01) before spawning the projectile it fixes it completely.
Although i found a solution, i just want to know why does it do that and why does putting wait(0.01) fix it?

Wrong catagory.

Scripting support is the right one.

sorry, this is my first post ever lol
i forgot to mention that using task.wait(0.01) doesnt work only wait(0.01) does

Task.wait is really specific so it only waits 0.001 which is less than a frame.

So it basically is just

wait(0.1) is best for preventing timeout exhaustions while still being not noticeable

i discovered that humanoid.AutoRotate = true causes this,
My reasoning is because autorotate = true makes the player turn when moving any direction besides forward, and shiftlock restrictes turning away from the camera direction, so they both fight with each other.
Disabling autorotate fixes this issue, but i dont know why adding wait(0.01) before spawning projectiles also fixes it.
im sure many people have had this problem and nobody found a solution so here it is!
just set humanoid.autorotate to false

btw this also means u have to make ur own shiftlock system like this for example

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