okay so, today I decided to try to fix up my VR hands game since there’s A LOT of bugs. The one I’m going to talk about is the positioning. Right now I’m using CFrame which is not the best since I want the hands to be collidable but what ends up happening is I try to hit the part then it fly’s into the abyss never to be seen again so it seems the hands have to much force and yeets the part. How can it not do that? I have tried messing around with BodyPositions as well but when i use them the hands don’t move and just fall through the map. Please help me with some suggestions or if you know how I can fix that.
Code: [BTW with CFrame I created the hands with Network Owner Ship]
game:GetService("RunService").RenderStepped:Connect(function()
local R = vrService:GetUserCFrame(Enum.UserCFrame.RightHand)
local L = vrService:GetUserCFrame(Enum.UserCFrame.LeftHand)
local H = vrService:GetUserCFrame(Enum.UserCFrame.Head)
--// Movement
Camera.CFrame = Camera.CFrame * CFrame.fromEulerAnglesXYZ(0, math.rad(Turned), 0) + cameraoffset
--// Part Tracker
RightHand.Hand.CFrame = (Camera.CFrame*CFrame.new(R.p*Camera.HeadScale))*CFrame.fromEulerAnglesXYZ(R:ToEulerAnglesXYZ())* CFrame.Angles(0,math.pi,0)
LeftHand.Hand.CFrame = (Camera.CFrame*CFrame.new(L.p*Camera.HeadScale))*CFrame.fromEulerAnglesXYZ(L:ToEulerAnglesXYZ())* CFrame.Angles(0,math.pi,math.pi)
Head.CFrame = (Camera.CFrame*CFrame.new(H.p*Camera.HeadScale))*CFrame.fromEulerAnglesXYZ(H:ToEulerAnglesXYZ())
end)