Hello, in my game a player is intended to click on a tree and a “band” forms around the area the tree is supposed to be split. I’m having trouble properly welding this “band” to unanchored tree branches.
I’m kind of confused about it moving forward. Are you splitting the wood into two bricks and wedging a block between them? The weld itself shouldn’t move the block. If the band is collidable maybe try making the band uncollidable?
Apologies for the late reply, in that point in time I’m just wedging a part named “band” inside another part at the position the player has clicked the part. This is just to show where the part would be cut, and I’m making sure the part is uncollidable when I spawn it in. Despite this, it still moves the model around, and when I delete the weld constraints it doesn’t… it’s very confusing.
Sorry, I’m unable to, I meant to mention in my initial post that the branch model is made up of a bunch of welds attaching every part in the model together:
I think I’ve found the issue but I still need to work it out, to spawn in the band I’m cloning the original part clicked on and immediately deleting all its welds if it had any. But since I’m cloning it do you believe this would cause the model to move?
it is because you also parented after you set CanCollide. If you set CanCollide after parenting, it probably has a frame where it calculates the physics and pushes it. Thats why you should always set Collisions/Anchor properties before parenting just to be safe.