I am trying to make a vr game but encountered a problem where the grabbing part does not work on specific models
My hands work by using alignposition on the client side and networkowner set, on both hands
The models (not tool instances) are all welded together using a welding plugin’s create weld profile function
I added an extra manualweld on a part and named the part that has it ‘Handle’
To grab an object, nothing is done on the client side so a remote is fired:
The weld I added is attached to the hand FIRST, then it sets all parts inside the model network owners to the player
For some reason if you attach the weld after the network owner is set, your hand just falls and it will never move (both client and server side)
If you decide to do it last, you have to do it twice, so I just do it in the order that works the best
Here is when my problem starts
Grab works for one model, but it does not work for the others
For the ones that doesn’t work, it does work on the client side, but does not seem to be working on the server side
I cloned the model that does work, and they still work
I cloned the model that does work and changed the structures, now it doesn’t work
The only differences between the two models is basically the different amount of parts
I even tried to look for some while playtesting
If there is a better way to handle hand movements or grab models, I will happily hear it
the way you describe it seems to be some sort of issue with how you handle network ownership. the hand falling on weld is indicative of you losing ownership of the hand and can no longer alter it so it falls. as for the working client sided on grab but not server sided it seems like somewhere along the line it doesn’t give full ownership and its not replicating client behavior to the server
Why doesn’t it work on one model, but works for the other? That’s my main problem
Is it the order of the welding or are the parts in each model just different in a way I can’t see?
to be honest its hard to tell bc of the lack of info (not on your end) regarding the situation. roblox changed how their game works to work in Assemblys not by a part to part connection system so its hard to tell. is the bug that they never move? or is it that they dont replicate? or both? the only real thing we can do is narrow it down until we find the culprit.
lets say the only POSSIBLE difference is the order they are welded in or maybe roblox has a limit of how much networkowner a player can have?
when you pick (first) model up, it actually works
the bug is that when you pick the (second) model up, it works on your client side, you can move it and stuff but in the server side, your arm is just down on the ground with the model
they do move on the client side, just not in server side
so its just they dont replicate
try printing the network owner of the arm when you grab the second object, because what you’re describing is a loss of ownership of the arm so YOU see it, but it doesn’t replicate to the server. this can happen for a multitude of reasons.
the second model does replicate to the server but the hand doesnt move it for the server side
when i detached the weld from the hand on the server side, the hand just falls to the void (my vr was at frozen state at the time since i was at server sided view)
im starting to think its an issue with the roblox engine, there really is no difference between the two models unless the order of weld/assign of networkowner/amount of parts (which is just 1 part difference) really changes anything
other parts that isnt owned by the player reacts like normal, as if the second object didnt have the problem in the first place (ONLY when i removed the weld of the second object server sided and only welded it on the client side)
the second object remains unmoved on the server side though
hm, if you are ok with sending a rblx file of the place (or rbx i dont remember what roblox place files are formatted as) i can attempt to debug it with my VR headset. i cant rlly fathom how its broken either based off your description, it does seem like there is some roblox issue that probably needs a workaround based on what you’re saying.