Sync physics replication

I want to basically sync and force a moving part to all clients regardless if they’re lagging or not, jailbreak achieves smoothly, utilizing the dev console, it prints out Force train replication, how does it work exactly? I can use FireAllClients but laggy players are ignored and maybe delayed and I don’t want that. What do?

There is always going to be a time desync of at least a little. However, if you make the trains run on the client (basically each gets their own copy) you can have all of it looking smooth. Laggy players will technically get the message to start moving the trains a little later than others. You can try to make their computer guess when they should have got it and move the train a bit more ahead on their system to compensate for the latency, but in the vast majority of cases, you probably can’t tell.

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Any examples? Especially how can I distinguish between who gets the data (part) first and who doesnt.