:ApplyImpulseAtPosition() stops working when Driver seat's network owner is a player

How can I make :ApplyImpulseAtPosition() work even if the Driver seat’s network owner is a player and not the server? I need to set the Driver seat’s network owner to player because if I don’t there’s input lag.

When I set the Driver seat’s network owner to player :ApplyImpulseAtPosition() stops working.

I’ve tried removing player’s mass but mass doesn’t seem to be the problem.

It won’t apply the impulse because the player owns the part, so the server can’t affect the physics of it. If you used :ApplyImpulseAtPosition() in a local script of the owner of the part, then it’d work because the player owns the parts network ownership.

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Thank you so much! I never thought of that. :smiley:

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