so i have a game that requires smooth physics and accurate hitboxes, since roblox’s server physics lags a little at the start and very “choppy” ive decided to make my own replication system, i tried two things:
first, running another ball on the client, this fixed the choppy movement part by taking the server ball’s cframe and velocity, however since client physics behave different to server physics, this is not viable. example:
(the half transparent is the server ball, the fully visible is the client replicate, both has network ownership set to the player but normally it will be set to the server)
ive tried teleporting the ball if it gets too far, but that would cause teleports “randomly” and can disrupt the gameplay significantly
second method: tweening, i have tried tweening the client ball to the server ball, it doesnt work for two reasons: first of all, the clioent ball is tweening to the server ball, which means whever the server ball teleports or “skips frames”, the client ball will have to accelerate to accomdate, which will also disrupt the gameplay. and second of all, the hitboxes can be inaccurate, since the client ball takes time to tween to the server ball, the server ball can be a few studs ahead, influcing the hitbox
please help im out of ideas