It looks like events can be received concurrently, and that UpdateMorphs is pre-emptive on itself, which means that meshes with multiple parts get interrupted at random points of mesh-updating, leading to a patchwork morph that looks crazy.
Try to debounce repeated update calls, queue and drain them.
It looks like events can be received concurrently, and that UpdateMorphs is pre-emptive on itself, which means that meshes with multiple parts get interrupted at random points of mesh-updating, leading to a patchwork morph that looks crazy.
Try to debounce repeated update calls, queue and drain them.