Okay, basically, my game uses part finding system, on server. For example, i send part’s name and position in remote event to server, then server does :GetDescendants() and checks if data match. The thing is sometimes there is some async between client parts and server parts. Like position may be different like 0.000001 bigger or less. But that breaks the whole system. How to improve the system, or fix the position async.
a Part-Finding system? So you’re sending the parts name to an event and it asyncs between other parts? You don’t have any errors right?
Right, here is an example of the same code on client and server print(workspace.Part.Position)
I see… You can get the first position of the part, and once the script runs, put it back to the original spot you got from it have u tried that? or are you trying something else
The problem is in the async position between client and server. When parts replicate to client they are just different positioned
If the script doesn’t move the parts at all it might be a Roblox Studio problem
I’ve never heard of something like that
Just make a part inside of a workspace, create two scripts, one is server, second is client. Just type in “print(workspace.Part.Position)” and they both print different results.
I see what you mean.
This might not be very helpful from me, but Server-Sided scripts are very laggy and can sometimes give you big times, like if u make a Combat-System with your fists and you can only attack a player if he’s inside a flolder, and if u put the player inside that folder with a SERVER SIDED script, it becomes VERY laggy for him to damage.
I don’t really know what you’re trying to script here or anything, I hope you find your answer from someone else because I’m not as good with those type of stuff, sorry!
unanchored parts positions are not the same for all clients and server
depending on who has Network Ownership that client or server will update the physics of that part then send the new position to the server the server will then send this new position to all the other clients
infomation over the network is not sent instantly
based on the clients ping Player:GetNetworkPing there is a delay in how long it takes for this position infomation to be sent over the network
so the position is not always 100% the same for all the computers running the game