When moving model with cursor it doesn't stay straight up and the children welded are not connected

					build.PrimaryPart.Position = mouse.Hit.p
					--raycastresults()
					mouse.Move:Connect(function()
						if currentbuild == nil then return end
						if (mouse.Hit.p - char.HumanoidRootPart.Position).Magnitude <= 30 then
							build.PrimaryPart.CFrame = mouse.Hit * v2["POSITION"]
							--raycastresults()
							end
						end)

https://streamable.com/281vz9

You can try unanchoring all of the children parts, and instead of CFrame change its Position instead

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but the parts would fall through the map? and i cant make cancollide true bc the player could fling themselves

That’s because they are unwielded? Are you sure they are wielded?

try setting its cframe to the mouses cframe without the orientation

	build.PrimaryPart.CFrame = CFrame.new(mouse.Hit.p) * v2["POSITION"]

i looked and all the parts are welded? I do not know the problem

I think you need to find where the mouse is clicking, as in the position the mouse clicked on, instead of doing that v2["POSITION"] thing

the v2["POSITION"] is if the build has a custom position so if its suppose to be higher but i tried adding a raycast to keep the builds on the ground while the player is finding a spot to build that said build

but i think i kinda got it fixed ig, but since the builds need to be unanchored for the model to stay together sometimes it would fall out of the map and cause it to not go where the player is wanting the build to go