I am using align position to move a model through the world in a specific way. After about 1,200 studs of movement it starts stuttering real bad. Anyone have any ideas?
The alignPosition values are updated from a Client or Server script?
My first thought is that the networkOwnership of that model is way to far to get a smooth movement
Could u send a video of this happening? Its really weird
It is moved from a ServerScript and the character rides it basically. I don’t even know what networkshipOwner is.
Unfortunately I am about to go to school so I am unlikely to be able to send a video but I will try. If not I will send video at 4 pm central time.
Its about giving ownership of the model’s physics to Server or Client, that will cause smooth or stuttering behaviour depending if Server or Client has control over it
If u dont find an answer to this try making the model an union instead to move it, may decrease performance but its way easier or weld constraint all of the parts and parent them to one part
Does the same thing even if I use a regular part.
Kinda offtopic… but, not exactly…
“If a tree falls in a forest and no one is around to hear it, does it make a sound?”
Physics could act weird depending if someone is near to experience it specially when dealing with networkOwnership
Stuttering occurs on both client and server.
The character rides the stuttering part, so the character is very close to it.
Exactly, client is very close to the model, probably getting networkOwnership automatically, but, Server is the one trying to apply physics on the model while the client is the one that owns the physics, causing weird behaviour.
So, should server get full networkOwnership by setting it to nil? or should client should have total control over the model so stuttering wont happen
I would like to set networkOwnership to the Server because the calculations are fairly complex, but how does that explain the the first 1,200 studs or so work fine before it starts stuttering?
Good point, and thats something I cant give an asnwer cause Im not seeing your code.
And high chance that networkOwnership its not the issue, and its just a mistake in your code that after certain amount of time or idk distance, the “loop/runServiceStep” or whatever you are using to constantly feed the physics instances that controls your “ridingPart” starts to glitch
That is crazy, setting the networkOwnership to server appears to have fixed the problem. Thank you so much for helping because I couldn’t fix that on my own in a million years. Also sorry it took me so long to respond about that, the glitch takes 10 to 15 minutes to replicate.
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