Client and server physics acting differently

I’m currently working on a marble run game, but I’m experiencing a lot of issues with the physics engine. The main issue I’m focused on is that client and server physics are behaving differently. I believe that since it runs on my local device that both would behave alike, but maybe I’m wrong.
Video below.

Wait, I just realized the position of the accelerator pad is different. Although, this appears to be a common problem among other people too.
Edit: Removed the pad and the issue is still occuring.

I think server and client handle physics slightly differently, I think thats all. If you need physics to always be the same, make it so all marbles have network ownership to the server, or a client, whichever you prefer: Network ownership | Documentation - Roblox Creator Hub

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I set all of the ball’s network owners to nil (server) yet when I switch to client, they are still using the client’s physics engine

I think I remember network ownership is sometimes kinda weird, try doing a task.wait() or something before network ownership, I dunno, if its still not working, manually go into properties and check their ownership to make sure its actually being set and being saved.

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Thanks for the help. Unfortunately, the issue wasn’t completely solved as they are still switching to the client’s physics when you stand directly on them (which is reasonable) but I’m not going to make you stay here and diagnose the problem for me.

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