As you can see:
Server:
Client:
Why does it happen ?
As you can see:
Server:
Client:
Why does it happen ?
Are there any parts caused by localscripts?
or CanCollide = true by localscript?
No there arent any local scripts
How do you have the Baseplate on the client, but not on the server (if you say there are no LocalScripts
?)
I DONT THINK BUT
maybe its the graphics making the physics delay/bug?? idk tho
The Server is constantly changing the Network Owner between the Players, and the Server, Network Ownership affects the Physics of the Part. And with it constantly changing between Server, and Player. That is why you see this delay in the physics, to fix this, you either Set the Network Owner of the Bomb to the Server, or Set it to the Player, which should fix this issue, like so:
BasePart:SetNetworkOwner(nil) -- Server Ownership
BasePart:SetNetworkOwner(player) -- Player Ownership
oh yeah ive recorded both in different times, but its still the same result
Setting it to the Server doesn’t work. Is it a good idea setting it to the player considering thats a multiplayer game
It is recommended to set it to the Player if they for example, made a Projectile, but you can set it to the player, which should help
Note that Setting the Network Ownership only works on the Server.
so am i going to set it to any random player
While this much of a delay should not normally be happening, this is a good example of why the server shouldn’t be doing anything visual. The server is for client-server (including client-server-client) communication and handling secure data. The client is where you should handle all visuals, or at least as much as possible.
In this case, the bombs should already start on the ground server-side. The client can animate the bombs falling from the sky when it detects a bomb that has spawned in. For accuracy on the explosion and flashing, you can use a timestamp given from the server and have the client use that for syncing purposes.
It’s definitely a lot more effort, but it ends up being a much better player experience. It allows the server to keep cheating to a minimum while also letting the player sync with the server and see things accurately.
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