So the client places a block so if you lag your blocks arnt delayed to being placed, but the client is playing the blocks in the complete wrong spot
--client
game.ReplicatedStorage.Build:FireServer(SnapHRP1)
-- THIS DOES THE EXACT SAME AS BEFOR
local Block = game.ReplicatedStorage.Blocks.Block:Clone()
Block.Parent = workspace
Block.Position = Vector3.new(SnapHRP1.x, SnapHRP1.Y - (1.5), SnapHRP1.Z)
Block.Size = Vector3.new(3,3,3)
Block.CanCollide = false
Block.Transparency = 0
Block.HitBox.Position = SnapHRP1
Block.HitBox.CanQuery = true
Block.CanQuery = true
Block.CanCollide = true
Block.InnerHitbox.Position = SnapHRP1
-- server
local Block = game.ReplicatedStorage.Blocks.Block:Clone()
Block.Parent = workspace
Block.Position = Vector3.new(SnapHRP.x, SnapHRP.Y - (1.5), SnapHRP.Z)
Block.Size = Vector3.new(3,0,3)
Block.CanCollide = false
Block.Transparency = 0
Block.HitBox.Position = SnapHRP
Block.HitBox.CanQuery = true
Block.CanQuery = true
Block.CanCollide = true
Block.InnerHitbox.Position = SnapHRP