I’ve looked at other posts and noone seems to have the same issue.
I have a person who spawns your boat but the welds that connect the seats to the boat are almost not working. Everything is unanchored, there is a part 1 and part 0, part 0 is the boat (a mesh part) and part 1 is the seat
This is hard to explain but its like the weld doesnt make the part move with the boat in this clip.
The clip shows it.
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Have you tried instead using a weldConstraint instead of a weld?
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Yes, I got the same result. And joints too.
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How are you spawning the boat? Are you calling PivotTo() on the boat model after spawning? Is it just cloning it at that position?
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local canoeSpawn: Part = spawns[math.random(1, #spawns)]
local canoeClone: UnionOperation = canoe:Clone()
canoeClone.Parent = workspace:WaitForChild("Canoes")
canoeClone.Position = canoeSpawn.Position
When you set the position, you move just the canoe and none of the children since it is a model. The seats exist, but are floating to wherever the boat was cloned from. You can do this instead:
local canoeSpawn: Part = spawns[math.random(1, #spawns)]
local canoeClone: UnionOperation = canoe:Clone()
canoeClone.Parent = workspace:WaitForChild("Canoes")
canoeClone:PivotTo(CFrame.new(canoeSpawn.Position))
Keep in mind this only works if the canoe clone is the whole model.
Its a mesh part, there is no other parts but the seat.
You have your canoe under a model. Call the PivotTo on the model! :>
sorry for late responses, its only under a model so i can use rigedit lite and then i remove the model and its just the meshpart…
Of course it will not work.
Position overrides behavior of Welds.
Use CFrame instead
Thank you so much, so simple but so effective.