Welding a massleses assembly to a character when cframing in the same frame effecting character's movement

I have an assembly with only parts set to massless, I unanchor the root part of the assembly, give the character network ownership of the assembly because it was anchored, cframe it to the character’s pivot, then I weld the root part to the characters root part and enable it. This causes the player’s character to jerk back a little bit.
Here is the code for it:

Here is a gif of it effecting the character’s movement:
https://gyazo.com/cd56e884bcb2d24fe5c775fe9120a305.mp4

Expected behavior

Because the assembly is massless I expect that the assembly being welded to the character should not effect the character’s movement at all.
If anyone has any solid work arounds for this I am all ears.
It doesnt jerk the character back if I delay enabling the weld after unanchoring and cframing but then the weld isnt in the right position because the delay.

I wonder if it’s because you use root:PivotTo.
What happens if you add an Attachment to the assembly at the same location as the players Back Attachment then create a Weld between the Attachments with Humanoid.AddAccessory?

Could you please provide a self-contained RBXL that repros this issue? Thanks.

I apologize, there was something I was doing internally that was teleporting the player after the weld was already set that was causing the issue.

1 Like

Thanks. No worries. I’ll mark this resolved.

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