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:
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?