AssemblyLinearVelocity on unanchored parts

I’ve heard about how there was network ownership within parts, making client calculations.

AssemblyLinearVelocity works fine on unanchored parts on server scripts, but should I still do it on the server script or should I change it on the client script?

I know with characters/players you have to set network ownership to nil on server or do it on the client, but what about unanchored parts? DO anchored and unanchored parts differ with velocity? Is it fine to do the velocity physics on the server or client for anchored and unanchored parts to replicate it to all the clients?

Anchored Parts can’t have their network owner changed. AFAIK the server always owns parts that exist on the server (i.e. not created on the client), but you should test it to make sure.

Can I still add velocity to unanchored parts without it breaking or making sure that 100% of the time that it is being replicated to the client?

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