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

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.