Connecting two players by a rope constraint without input delay?

I encountered this problem a while ago where if you:

  • Create a rope constraint on the server
  • Attach it to the attachments within the humanoidrootparts of 2 players

You end up with one player just fine, and the other player receives input delay. I’ve tried researching this topic and I think this is because one of the players will be the network owner of both players as a result of connecting them together with a constraint. It makes the player with input delay not able to move smoothly (they aren’t fully controlling their own character on their client), and stops their animations from functioning properly.

I want to be able to connect two players together by constraints and allow them to remain under control over their own character to avoid this.

I’ve tried creating an invisible part welded to the players, and some other things with using parts and align position and none of these solutions worked at all. From what I’ve read, this problem is not easily avoidable/ does not have a simple fix. Ideally it would be awesome to have a way to connect two players to a rope constraint and have them both receive no input lag, and I’m looking to see if there is any sort of hacky solution available for that? Or if I’d have to wait for Roblox to change their physics system or something of the sort.

Thank you!

you are correct when you say that the 2nd player loses ownership over themselves, perhaps you could put a script in players that detects when they are attached and resets their ownership to themselves via SetNetworkOwner. (though i am not sure if roblox would just set it back to the other player)

I’ve tried manually using SetNetworkOwner but it didn’t seem to work. I tried setting it to their own characters, both to nil, etc but in the end one player was always receiving input lag.

well uh I’m pretty late, I’m having a similar issue, have you found a solution yet?