So basically, in my swinging game, there is a rope that is then attached to the player. However, first, it was attached to the HumanoidRootPart, then I wanted it to be attached to the RightHand, which I had some help on from a person. It used a part in ReplicatedStorage that is then welded to their hand, and the rope is then attached to that fakeHand.
The problem is, is that the fakeHand seems to be interfering with the players’ movement. A video of it interfering:
You can see that the player is glitching and even in mid air, it turns to the side a bit which messes up their WASD keys.
Can anybody help?
Here is my current code:
local fakeHand = game:GetService("ReplicatedStorage"):WaitForChild("fakeHand")
function MakeFakeHand()
local newHand = fakeHand:Clone()
newHand.Parent = player.Character
newHand.CFrame = player.Character:WaitForChild("RightHand").CFrame
local weld = Instance.new("WeldConstraint", newHand)
weld.Part0 = newHand
weld.Part1 = player.Character:WaitForChild("RightHand")
end
MakeFakeHand()
Extra Details
The fakeHand is a 1 by 1 stud in ReplicatedStorage.
It could probably be because one of the parts that are connected to the weld are anchored. The simple fix should be to unanchor all of the parts used in the process.
Sorry about the bump, but it doesn’t look like anyone has found a solution to the problem yet.
Giving the parts CustomPhysicalProperties and setting their density to 0 (clamped to 0.0001) should fix it.
Sorry for the additional bump but I came across this as well and found out it is caused by the RootPriority property from the part. Set the RootPriority to a negative integer like -1 and this stops happening