Orientation of the part in the model always returns to 0,0,0 when ever the mouse is moved
local plr = game.Players.LocalPlayer
local mouse = plr:GetMouse()
local BuildMode = false
local GridSize = 11
local PosX
local PosY
local PosZ
local Material = game.ReplicatedStorage.BuildPart.BuildMaterial
mouse.KeyDown:Connect(function(key)
if key == "f" and BuildMode == false then
BuildMode = true
local MaterialClone = Material.Parent:Clone()
MaterialClone.Parent = workspace
MaterialClone.BuildMaterial.Transparency = 0.5
MaterialClone.BuildMaterial.CanCollide = false
local function Snap()
PosX = math.floor(mouse.Hit.X / GridSize + 0.5) * GridSize
PosY = math.floor(mouse.Hit.Y / GridSize + 0.5) * GridSize
PosZ = math.floor(mouse.Hit.Z / GridSize + 0.5) * GridSize
end
local function Movement()
mouse.TargetFilter = MaterialClone
Snap()
MaterialClone:SetPrimaryPartCFrame(CFrame.new(PosX,PosY,PosZ))
end
mouse.Move:Connect(Movement)
end
end)

1 comment
keydown is decaperated