Topic:
Client-Side Torso Tilt Not Replicating Properly to Other Players
The Issue:
I’m implementing a torso tilt system where characters lean when moving. It works perfectly on the local client, but when trying to apply the same tilt to other players:
- Their tilt is weaker/stiffer than the local player’s
- Modifying C0 on other players characters doesn’t work smoothly due to network ownership
- Server side solutions introduce noticeable delay
What I’ve Tried:
-
Client Side Only
- Modifying HumanoidRootPart and joint C0 values directly
- Works for local player, but other players’ torsos resist changes due to network smoothing
-
Server Side Replication
- Sending tilt values via RemoteEvents and applying on server
- Results in delayed tilt for all players
- Unoptimized
-
Hybrid Client Server Approach
- Predicting tilt locally while syncing via server
- Still get visual inconsistencies
Question:
How do games like Phantom Forces, Arsenal, or Ghoul Re achieve smooth, synchronized torso tilt? Is there a proven solution that:
- Keeps tilt responsive on the local client
- Properly replicates to other players
- Doesn’t require excessive bandwidth?
local function TorsoTilt(dt)
-- Math calculations above here
Torso["Right Hip"].C0 = Torso["Right Hip"].C0:Lerp(delta_r_hip, lerp_time)
Torso["Left Hip"].C0 = Torso["Left Hip"].C0:Lerp(delta_l_hip, lerp_time)
M6D.C0 = M6D.C0:Lerp(delta_root_joint, lerp_time)
Torso.Neck.C0 = Torso.Neck.C0:Lerp(delta_neck, lerp_time)
local WindSpeed = Character:FindFirstChild("SprintSpeed")
if WindSpeed then
local tiltRotationDegrees = math.deg(DeltaTorso) * 2
WindSpeed.Weld.C0 = WindSpeed.Weld.C0:Lerp(CFrame.Angles(0, math.rad(180 - tiltRotationDegrees), 0), 0.01)
end
ROTATION += dt
--[[SendTiltData:FireServer({
DeltaXZ = DeltaXZ,
DeltaX = DeltaX,
DeltaTorso = DeltaTorso,
Sprinting = Sprinting,
Vaulting = Vaulting
})]]
end
local function OnRenderStepped(dt)
TorsoTilt(dt)
end
RunService.RenderStepped:Connect(OnRenderStepped)
Video: