Exactly as the title says, when the bullet is fired, it pauses for a split second, and then fires.
Bullet:SetNetworkOwner(nil)
does nothing, and Bullet:SetNetworkOwner(Player)
only works for the client, the bullets still lag for other players.
local Bullet = Instance.new("Part", Folder)
Bullet:SetNetworkOwner(nil)
Bullet.Color = BulletColor
Bullet.Material = Enum.Material.Neon
Bullet.CanCollide = false
Bullet.Massless = true
Bullet.Size = Vector3.new(0.25,0.25,2.5)
Bullet.Transparency = 1
local Spread = CFrame.Angles(math.rad(math.random(MinSpread, MaxSpread)), math.rad(math.random(MinSpread, MaxSpread)), math.rad(math.random(MinSpread, MaxSpread)))
Bullet.CFrame = CFrame.new(Gun.Barrel.Position, MousePosition)
Bullet.CFrame *= Spread
local Velocity = Instance.new("BodyVelocity")
Velocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
Velocity.Velocity = Bullet.CFrame.LookVector * BulletSpeed
Velocity.Parent = Bullet
There’s more code to this, but this is the important part.
I don’t want to use RayCast or FastCast, is there anyway to fix this?