Guess who's back, back again? @Lias is back, tell a friend. I've been working on something real cool, and this time it's something that actually works! As in, I've got it working ingame works, which isn't bad for someone who didn't know what a table was a month ago. Progress! What it is, is a sort of pseudo character replacer. A little while ago I found out that you could animate status effects with the same flexibility and nuance as you could anything else, and immediately started brainstorming ways to put that to work. Cut to a short while later, and now I've got a system that uses a status effect to render the player invisible and draw a sprite that perfectly(and I do mean perfectly) mimics the action the player is doing at any given time. I can also change the player's hitbox, physics, and other minutae like hurt sounds and mouth position(for breathing calculations), and because it's a status effect it doesn't hamper item use. Obviously it's not without shortcomings, but I'm pretty darn proud of what I've got. Anyway, to get back to the reason I've posted this thread, I've reached an impasse regarding how I want to solve a problem. There's two possible solutions, and they both have their pros and cons, so I was hoping you could help me decide. Option 1 is what I'm currently running with. When activated, it sets the new hitbox and sprite at the center of the player character. Pros: +I don't have to muck about much with offsets +Items held and used by the player will rotate much more naturally around the new sprite. Most melee weapons have their damage sources centered around the player's own, so this makes things like aiming and damage polys look much more natural, even though the weapons themselves are still invisible. +If turning into something smaller than the player, you'll fall a short distance to the floor after changing, which looks cute. Cons: -The cloud of particles produced when jumping and landing are still centered at the player's old foot position. -If the new size is significantly smaller than the player's old, you can and will get stuck in the ground when changing back and have to either noclip out or change again. Currently the only way to not get stuck is to deactivate the status while jumping, which is... less than ideal. Option 2 is setting the bottom level of the new hitbox to match the bottom level of the default hitbox. Pros: +Seamless changing back and forth, no getting splinched in the ground. +The dust for jumping and landing is in the right place. Cons: -The rotation center for held items will be off, either above or below strangely-heighted forms. -I'll have to do much more with offsets. Personally I'd much prefer option 1, but if I cannot fix the cons I'll have to go with 2. Two questions, additionally. A: Is there a way to check to make sure there's enough space for the player to change back? I know the distortions sphere probably does something like this but I wasn't able to find what I was looking for in it. B: Is the appearance of the jumping/landing dust clouds hardcoded? Thanks for reading!