Hello! The title says it all, and I wanted to see if anyone knows why this is happening. I was doing a knockback test, which makes a script that briefly adds a body velocity to the character then deletes it using debris. When it’s deleted, though; It lags:
The problem is not with the BodyForces, the problem is with the server getting confused as to who the network owner of this part should be, setting the NetworkOwnership wouldn’t be helpful as it will still appear to lag for other players. The best way to go around this would be to replicate the BodyForces of this part or the actual part itself to all clients through remote events, that way you can avoid any appearance of lag.