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COMMUNITY QUESTION

Problem when testing large morphs. How can I fix it?

I make plenty of character morphs that come in all sizes, and I keep encountering a problem with morphs that are big or wide. If you play as one of the bigger morphs, the character would be difficult to control and it's hard to make them turn accurately. Is there a way to fix this? I'm not sure what scripts to provide, but maybe it has to do with the chest script?

function onTouched(hit)
	if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("Chest") == nil then
		local g = script.Parent.Parent.Chest:clone()
		g.Parent = hit.Parent
		local C = g:GetChildren()
		for i=1, #C do
			if C[i].className == "UnionOperation"or C[i].className == "Part" then
				local W = Instance.new("Weld")
				W.Part0 = g.Middle
				W.Part1 = C[i]
				local CJ = CFrame.new(g.Middle.Position)
				local C0 = g.Middle.CFrame:inverse()*CJ
				local C1 = C[i].CFrame:inverse()*CJ
				W.C0 = C0
				W.C1 = C1
				W.Parent = g.Middle
			end
				local Y = Instance.new("Weld")
				Y.Part0 = hit.Parent.Torso
				Y.Part1 = g.Middle
				Y.C0 = CFrame.new(0, 0, 0)
				Y.Parent = Y.Part0
		end

		local h = g:GetChildren()
		for i = 1, # h do
			h[i].Anchored = false
			h[i].CanCollide = false
		end
		
	end
end

script.Parent.Touched:connect(onTouched)

1 answer

There is no way to go around this, it's simply roblox's gravity system doing what it needs to do, try using unions?

1 comment

0

I do use unions. But there has to be a way around it. I've played games where people had morphs much bigger than mine and everything was fine. I mean, there's games where you can play as a huge dinosaur and there's no problem.

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