Quick answer: Use Pin Mode = Position & Angle for solid attachment. Repin if you change parent transform abruptly. Round positions to whole pixels for pixel art.
A character’s weapon is pinned to the hand. As character rotates, the weapon jitters one pixel left/right. Pin Rope mode has elastic correction; Position & Angle is rigid.
Pin Mode Choice
- Position & Angle: rigid follow. Best for body parts/weapons.
- Position: follows position; angle independent. Good for floating UI.
- Angle: follows angle; position independent.
- Rope: elastic distance constraint. Don’t use for fixed attachment.
Repin After Teleport
If you set parent position/angle directly (rather than continuous motion), the pin’s cached offset may go stale. Unpin and repin:
Weapon → Pin: Unpin
Weapon → Set position to Player.x, Player.y
Weapon → Pin to Player (Position & Angle)
Pixel Rounding
For pixel art, float positions cause sub-pixel rendering wobble. Round to whole pixels:
Weapon → Set X to round(Self.X)
Weapon → Set Y to round(Self.Y)
Verifying
Rotate character smoothly. Weapon stays fixed relative to hand — no jitter, no drift.
“Position & Angle pin is the standard for character/weapon attachment. Repin after teleports.”
For complex character rigs (chains of pinned parts), build a debug toggle that draws pin lines — visualize the chain topology when issues arise.