Unanchored Part not Falling

I am currently working on a grab system that is used to pick up objects in the workspace, and is held in a tool.

My main issue is that when I attempt to drop these objects, they sometimes get stuck in air if the the players (from what I’ve noticed) character has been idle for a long period of time

I’ve tried to fix this by changing the objects AssemblyLinearVelocity on the server, but that only leads to latency between the player attempting to drop an object to the object actually hitting the ground

here’s my code:

local ServerStorage = game:GetService("ServerStorage")

local GrabTool = ServerStorage.Assets.Tools.GrabTool

return function(player : Player)
	local grabTool = GrabTool:Clone()
	local function dropObject()
		local weld = grabTool:FindFirstChild("Weld")
		local object : BasePart
		for _, part in pairs(grabTool:GetDescendants()) do
			if part:HasTag("Interaction_Object") then
				object = part
				break
			end
		end
		if object then
			object.Parent = workspace
			object:SetNetworkOwner(player)
		end
		if weld then
			weld:Destroy()
		end
		grabTool.Parent = nil
	end
	grabTool.Unequipped:Connect(function()
		dropObject()
	end)
	grabTool.Activated:Connect(function()
		dropObject()
	end)
	return grabTool
end
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I suspect the physics engine incorrectly sleeps the object, maybe try having a weak velocity instance on the object instead of setting the velocity directly? Only enable it when you need to so it can still sleep after falling.

I tried adding a vector force instance, but the engine still detected is as asleep until the player touched it.

Maybe try a VectorVelocity, and make sure to adjust the properties its strong enough for the engine to wake it up but weak enough to be unnoticeable

What’s vector velocity, were you referring to something else?

LinearVelocity! I tend to get the names mixed up oops

I tried that, and instead I think I’m going to use this API someone else made, I’ll keep you posted on the results AlarmClock - Wake up sleeping BaseParts and prevent Sleep

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