Run it
Copy the script and paste it into your executor.
local Players = :()
RunService = :()
LocalPlayer = Players.LocalPlayer
(character)
character character:()
mirrorName = .. character.Name
:(mirrorName)
rootPart = character:() character:(, )
rootPart
character.Archivable =
mirrorModel = character:()
character.Archivable =
mirrorModel.Name = mirrorName
_, descendant (mirrorModel:())
descendant:()
descendant.Anchored =
descendant.CanCollide =
descendant.CanQuery =
descendant.CanTouch =
descendant.CastShadow =
descendant.Transparency =
descendant.Color = .(, , )
descendant.Material = .Material.SmoothPlastic
descendant:() descendant:() descendant:()
descendant:() descendant:() descendant:()
descendant:() descendant:() descendant:()
descendant:() descendant:() descendant:()
descendant:()
mirrorModel.Parent =
partPairs = {}
characterDescendants = character:()
i = , #characterDescendants
realPart = characterDescendants[i]
realPart:()
mirrorPart = mirrorModel:(realPart.Name)
mirrorPart mirrorPart:()
partPairs[#partPairs + ] = {real = realPart, mirror = mirrorPart}
positionBuffer = {}
bufferCount =
connection
connection = RunService.RenderStepped:(()
character.Parent mirrorModel.Parent
mirrorModel:()
connection:()
currentTime = ()
ping = LocalPlayer:()
currentFrameData = {}
i = , #partPairs
pair = partPairs[i]
pair.real.Parent
currentFrameData[pair.mirror] = pair.real.CFrame
bufferCount +=
positionBuffer[bufferCount] = {time = currentTime, data = currentFrameData}
targetTime = currentTime - ping
bufferCount > positionBuffer[].time < targetTime
.(positionBuffer, )
bufferCount -=
frameToApply = positionBuffer[]
frameToApply frameToApply.data
mirrorPart, cframe (frameToApply.data)
mirrorPart.Parent
mirrorPart.CFrame = cframe
)
LocalPlayer.Character
.(createDelayedMirror, LocalPlayer.Character)
LocalPlayer.CharacterAdded:((char)
.(createDelayedMirror, char)
)It fetches your live network ping then looks backward into the history buffer by that exact duration Ex your ping is 100ms it applies the positions from 100 milliseconds ago (And it kinda looks like projection sorcery)

Universal