Character:BreakJoints() changes the networkownership of all parts to the server (causing visible lag)

What I want to achieve
I want my character to die by falling backwards and then breaking into pieces once he hits the floor.
Sort of like Drybones in mario.

The issue
I can’t do that because whenever I break the character, all remaining parts will change networkownership to server (nil).
This causes a delay in physics which

  1. is extremly visible
  2. resets the velocity of each part

consequently ruins the whole ‘animation’ as seen below.

59bbcfd2c57ebf9b7e7ba8fe5ca54891
As you can see the whole character freezes for a second then drops straight down instead of continuing the velocity of falling backwards.

I’ve tried

  • Setting BreakJointsOnDeath = false
  • Setting RequiresNeck = false
  • Not destroying HumanoidRootPart.
  • Just breaking the arms and legs while keeping the head and torso.

Nothing works. It seems the second I breakjoints of a character part the networkship changes.
Has anyone any ideas what I can try to work around this?

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