Touched:Connect not working when Player is Sitting

Right, but character parts act as anchored parts since they are welded to the seat (which is anchored). The parts are not frozen in an absolute position, they’re frozen relative to another position.

But they’re not anchored… so the Touched event fires. Look at the file I sent. The character doesn’t move because it’s welded to an anchored part. The character can still register touched events to their limbs as they’re still unanchored.

Edit: Seems that you’re right… that’s odd. My bad

I don’t know about yours, but mine ain’t firing. I didn’t change any of the objects or the scripts.

Ignore that, I didn’t read the safeSeats thing

I got rid of the Seat as the safe seat and it still isn’t firing.

Didn’t know that. Perhaps it would be best for @SuperPizzaShark to use GetPartsInParts instead then, periodically. From there check if they’re sitting down on a safe seat or not. But if all seats are safe then it doesn’t really matter.

https://developer.roblox.com/en-us/api-reference/function/WorldRoot/GetPartsInPart

OK. So thank you again EVERYBODY. Here is my big take away:

I now understand that tweenservice / touch:connect/ and playerSitting do not mix well because of the double anchored issue. GREAT TO KNOW!! THANK YOU!!

I know that a possible solution may be to use VectorForce to move my lava (fireRing). However, I’m a beginner and I’m having trouble learning how to do this. I just need more time to experiment and learn. NO WORRIES.

So for the time being, I’m putting in a HACK PATCH, to get around this whole issue. I’m using a timer to check if the player sitting in non-safe seats, at approximately the time a ring passes over. Not perfect, but good enough for today.

Again thank you!!

Yeah. I’m really glad we were all able to identify the issue. This one was tough!
Good luck on the rest of the project!
Also, I really love your models and interfaces- your game looks really cool!