Allow setting Network Ownership of anchored parts

Currently, we cannot give clients network ownership of anchored parts, as it wouldn’t be of any use since no physics are applied to anchored parts. While indeed no physics are applied to anchored parts, there are some cases where the client needs the network ownership of an anchored part. I’ve just stumbled into one of those cases where the client needs to set the CFrame of a part every render step. (This is for a tool)

Several approaches to this problem are setting the CFrame on the server, setting the CFrame on each client, or setting the CFrame on the controlling client with network ownership. The first approach fails because there is no way to set the CFrame smoothly on the server. The second option also fails because the part stays stationary on the server, and it also requires a system on its own to make every client do the moving.

The third option can be achieved by using a BodyVelocity object with infinite force and power and 0 velocity; however, doing that causes strange behaviour and shaking; not using a body velocity causes the part to gradually move down due to gravity.

I believe that in this case, giving the clients Network Ownership of an anchored part would be the perfect solution; therefore, I would like to request it be allowed.

21 Likes

This would be great. I’ve had this issue with custom humanoids and other physics things I’ve been trying to make - having much difficulty with having to deal with Roblox’s replication. More control over how things replicate is always good.

2 Likes

Network ownership is not what you want for this. What you’re actually asking for is the ability for clients to force their own state for a basepart onto the server without having to mediate it through remotes, with interpolation and/or prediction (which is why client movement of unanchored parts appears smooth).

5 Likes

How would I go about doing this?