Browsing through the dev forum I noticed that it’s common knowledge that BasePart:ApplyImpulse doesn’t work in the server (for players characters?), but the documentation states:
If the part is owned by a client through automatic ownership, this function can be called from either a client script or a server script
Isn’t player character ownership automatic? Or is it supposed to work on the server?
Isn’t it supposed to work on the server regardless of network ownership (according to the doc I linked)?
I’m just testing something I don’t want to use remote events for something that I’ll probably erase (so thanks for the network ownership suggestion, I’ll try it out)
The server owns the Anchored parts, but for the unanchored parts the engine automatically sets ownership of that part to the client. the parts that is close to a player’s character are owned by a player.
Alright, I have tested few stuffs, and it works on unanchored parts but not the player’s character, when i took the server code and pasted it on the client code, it worked on the player.