Uhhh why does this happen? physics

I’m making an fps character and so far its ugh, but now it’s even more ugh. The gun aligns itself with attachments with the head and body. Whenever I right click(aim), the align position’s attachment1 switches to the one in the head, and vice versa. Same thing for the align orientation. Fortunately, when I added the rope to limit how far the gun can go, it automatically sets the network owner to the player, so I don’t need to worry about that. But for some reason, when I aim, this issue occurs. I know it isn’t collision’s because I made a collision group that doesn’t collide with each other, and I even disabled collisions on the gun. Both the aligns glitch out and I have no idea why.

That’s an interesting approach with those constraints, it looks like the BallSocketConstraint is struggling from stress somewhere. When you have it selected, a black and white orb represent the rotation

The ballsocketconstraint in the video is just the one for the head, which has nothing to do with the gun, as there is no reactionForce enabled.

That’s crazy lol I have no clue why constraints act up so easily but it has to be dampening, torque, or some excessively inconsistent force of some kind… I can’t recommend a method to connect the physics changes to RunService, but maybe it can perform better if you RunService.PreSimulation:Connect(function() or something better than my suggestion lol. Good luck!

I’ve gotten a little closer, but it’s still a bit off.