With FilteringEnabled set to true, BodyVelocities will not replicate no matter what (even if inside your character).
I’ve heard you can force a model to replicate by renaming a part inside it Left Arm, and putting it inside your character, but that’s way too hacky to be a good workaround.
Hopefully this is a simple fix! It’s put my current boating/sailing game on hold (as well as IlIll’s boating game, both put on hold due to this bug).
What do you mean by this? The object itself or the velocity?
I’m using FE in Angels Fifteen, and the client can manipulate the BodyVelocity fine and the position changes due to applied velocity are seen on all clients and server.
[quote] What do you mean by this? The object itself or the velocity?
I’m using FE in Angels Fifteen, and the client can manipulate the BodyVelocity fine and the position changes due to applied velocity are seen on all clients and server. [/quote]
I have an invisible part that represents the ship. This part has a BodyPosition, BodyVelocity and BodyGyro. The client attaches parts to this to make it look like a ship. The local parts are collide false and have no body properties to them. When driving the boat, the player modifies the BodyVelocity of the part that exists on both the client and server. The boat only moves locally. Tried parenting it to character, workspace, everything. The part simply won’t replicate.
The problem is that when you weld local parts to anything managed by the server, it stops replicating. I have had a similar problem that I solved by creating a weld on the server and set its Part1 locally. That was with a single weld though.
Try that! I’ve been doing my welds server-side and it works great still with my BodyVelocity/Gyro objects.[/quote]
Okay I’ll give that a shot. I’ve been slowly working towards fixing this (and I’m positive the issue is union based) and what I do right now is take the ship, on the server, and only spawn in the collision parts. Then on the client I only spawn in the graphics parts, weld them to a part that exists on both the client and server and it works. Before I weld I need to set the local part CFrame relative to the server object though. This relates to the issue where ROBLOX treats Part1 as Part0 if Part1 is a union. So I’ll try making a weld on the server, I’ll let you know how this works when I try it (bit sick today).