Anchoring a part that a user has network ownership over?


I’m currently working on this obby and I have run into an issue where when the player dies, they briefly teleport to spawn for a couple frames. This is negligible but undesirable, so my idea was to give network ownership of a newly created SpawnLocation to the player, then set the player’s SpawnLocation to that SpawnLocation. Then I ran into the issue where the SpawnLocation falls into the void so I tried 2 things: anchoring it on the client, and applying the SpawnLocation’s CFrame to the “destination” on RenderStep.

The first thing simply didn’t work, it still moved on the server as if the client hadn’t anchored it at all.

The second thing kinda worked, however when the window was unfocused, the CFrame seemed to stop applying which caused it to fall into the void again. So my idea was to request a new spawn every time the spawn stopped existing via a remote function. This kinda worked but people with high ping weren’t having the spawn location passed back fast enough which caused them to spawn back at the “main” spawnlocation at spawn.

So, is there a way to make the SpawnLocation stay at a place the client determines?

I don’t want to use a RemoteEvent to reposition the SpawnLocation because it causes the stage selector to become slow which is, once again, undesirable.

So where do I go from here?

Why not utilize RespawnLocation?. Set it to the respawn location of the stage that the player is on. When they advance stages, you just set it to the new one.


You’re right, I don’t know why I didn’t think to make each checkpoint a spawn location :man_facepalming:


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