Weld Constraints Bug?

I am using weld constraints for the spinning rings, but when i spawn in i have to get near for them to start spinning, and i also have to wait a while for them to work while i am far away
below is the vid i attatched to show the issue better

robloxapp-20220204-2054531.wmv (3.5 MB)

I used Hinge Constraints for the rotating rings, and i used Weld constraints for the bobbing of the portal so that it bobs the parts hinged to the rings so that the rings bob, is you need more info please let me know how i can fix this issue thanks! :slight_smile:

1 Like

It’s a Network Ownership | Roblox Creator Documentation issue. The Unanchored Parts are all Parented to the workspace so they don’t react as well since they are handled by the Server. When you get closer they transfer over to your Client ownership.
Why not just put the HingeConstraint and the Attachment0 in each ring with the Attachment offset to the edge like in your image, then have the 8 Attachment1s in the portal with each one offset to the Position of the Attachment0 in each ring. Saves having extra Parts moving around.
If you want to get rid of the transferring ownership issue you could anchor all the Parts and use CFraming to move/rotate the items in your Portal Model.
You may even be able to Anchor just the Portal and Tween it up and down smoothly, then use your HingeConstraints to rotate the rings.

kinda confusing, but from what i understand i have to anchor the rings/UnAnchored parts ? Sorry if i misunderstood you, and I have tried using CFrame but i heard using welds are better for performance

I am tweening the portal model up and down that is welded to the hinge parts so that the rings also move with it but yeah still has the same issue