Gravity on Client affects Serverside BodyMovers

Changing the gravity on a user’s client, which obviously can be done with exploits, will affect BodyMovers made on the serverside.
Are there any other options than body movers to efficiently lock the Y position of a projectile so it isn’t affected by this?

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I just searched up what was a body movers and it say that it is deprecated maybe use constraint like a linear force could make it ?

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By that I mean just forces in general. I’m using VectorForce

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I don’t understand what you mean by lock the Y position ?

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Have the part stay at the same Y value so it cannot be affected by gravity, even if the gravity value changes.

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You mean that your projectile isn’t going up or down his just going forward ?

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Yes. I initially achieved this with VectorForce, but changing the gravity on the client causes it to move despite being a serversided part.

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Set the Network Ownership of the projectiles to the server so that the client’s physics don’t affect them.

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^ this. You may have to loop set it if it doesn’t stay. (sucks though)

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What if you Anchor the projectile and Tween it to it’s destination? I don’t think anchored Server Parts are affected by servers.

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Yeah, you have to set the network owner to the server every ~3 seconds or else the client will assume ownership.

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Can this cause an issue with performance or would the effect be minimal?

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It doesn’t cause a noticiable impact. If you want to continue to use physics his solution is your best bet. Otherwise you can just tween it.

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