When an unanchored (collidable/touchable) part (referred to as part A) is attatched by rope to a anchored (collideable/touchable) part (referred to as part B) - or alternatively another unanchored part welded with a part that is anchored - the client and the server desynchronize over part A and any other parts attatched to it (i.e the player character). This desynchronization can be described as part A only having the expected behaviour on the server side as part A properly follows part B via the rope constraint, on the client’s side part A tends to be unnaffected by part B moving any distance and stays still (although this behaviour is buggy). This issue requires both a witness from the server side and client side. Note: If part B is unanchored then this issue does not occur.
Footage: https://youtu.be/6kytmrzuJ1M
The model: https://create.roblox.com/store/asset/16157736854
The game: move test - Roblox