Watch 2025-03-23 15-22-00 | Streamable (example of jittering)
the character seems to locally rubber band/jitter when they pick up the ball (an unanchored part being welded to them), the jitter is only there for everyone else and is seamless on the screen of the person with the ball.
ive tried every dev forum i could find, making the ball massless, changing its root priority, density, etc.
right now when the player picks up the ball the balls network ownership goes to the player, and it gets set back to nil when the player kicks it. ive tried changing this as well but it still doesnt seem to do anything
i think the problem MIGHT be related to the fact that there are multiple balls being rendered (1 ball server side, and 1 ball locally.). the local balls position is always being updated based on the server sided balls position, and whenever the server ball is welded, the local ball is welded the same way. ive tried my best to do everything to the local ball that i do to the server ball, but i might be missing something. (btw, the local ball only exists to fix the fact that the server side ball lags in the air)
if anyone has any other possible solutions/questions help would be appreciated ![]()