Bullet bad replicating at server

ok so when bullet its shoting and after some seconds ints getting anchored but aftrer it unanchors it changing position. ig server have delay of anchoring parts.


how could i fix it

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Try to replicate the bullets on every client, this is what a lot of shooters on roblox do to prevent lag especially if you’re making a raycast gun.

That’s a good thing to do, send the shooting original info on the other clients to simulate the bullets themselves this is what I do. However this brings a major drawback for advanced projectiles, dynamic projectiles aren’t possible you have to pre -compute paths.

Richeots wouldn’t also be possible since when the client moves the server gets the position when he shot, and that takes time to recicve and then the shooters get the position which is even more delay then the clients current position, richoets would not work sometimes because the shooters clients projectile position will be less offsetted to the right or left depending on the direction he moved then the people who recieved this.

If you are just making arc paths, or linear paths then the way you suggested would be good. For more advanced systems the server would have to render the projectiles, or the server would simulate the projectile without a model, and when the server projectile moves it sends the position value to change with the bullet id to all the clients.

and yes the server rendering method isn’t the best for my advanced projectiles and i’m still looking for ways, client side rendering failed badly when I implemted it, (not the one which sends just the shooting info), I mean the one which constantly updates the clients local bullet.