Question about Network Ownership

  1. What do you want to achieve? Keep it simple and clear!
    I want to set the network owner of projectiles to the client who fired for smoother physics.
  2. What is the issue? Include screenshots / videos if possible!
    The client who fired gets smooth physics, the other clients do not.
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I know that i can just use a remote event to replicate a fake bullet to other clients. But, i realized that Vehicle Seats work the same way as of physics, setting the network owner to the player. I have never noticed a problem with their physics replicating. I would like to know why and if i can emulate what they do.
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I believe you are mistaken, vehicle seats replicate physics the same with any other basepart.

Right but it sets the network owner to the player in the seat, and every client gets smooths physics. My question is how it does this when i set network ownership for my bullet, only the client who owns it has smooth physics and the other ones do not.

No, it does not make every client get “smooth” physics. That would be impossible, at least in roblox.

Ive never seen a vehicle seat stutter or jitter in the way my velocity does. I just want to know why that is.

Well you might have not seen it, but it does stutter and jitter. It’s probably because you were the only network owner at the time.

I should have been more specific. You know how velocity physics rendered on the server have a pause before moving? Vehicle seats do not have this problem, even when using the same physics constraints.