What could be the consequences of having parts move client-side?

I want to know if moving parts in the client instead of the server could have any issues such as possible exploits or bugs. Basically, how my game works is the server decides the location parts spawn at, and the location it moves to, as well as other properties like size, speed, etc. After that, the client spawns in the object with the properties set by the server.

The reason why I decided to use the client for moving parts around is because I found that moving parts via the server is a bit jittery, and I wanted to make it so that the movement is smoother for the player.

I know that there would be a disconnect between what other players would see, but I also want to know if there could be any other potential bugs or exploits that could occur.

Thank you, and I’m also open to any suggestions :+1:

If done correctly this would not pose much of an issue. Assuming the parts are set to that specific client instance, the parts would be local to that specific user’s client. Meaning, as long as you keep track of the positions and states on the server, it does not matter if the client messes with the parts because it would only effect them.

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