I was playing around with local scripts and noticed that doing physics in the workspace with a local script sometimes doesn’t work. I figured out that that doing :SetNetworkOwner(plr) in a separate server script fixes this issue. What exactly does :SetNetworkOwner() do and why does it behave this way?
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For every part in your game, it has a network owner that decides whether the client or server calculates physics for that part.
The game automates that for you, but you can do it manually using part:SetNetworkOwner(player)
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Read the documentation for more info:
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