I’m working on a Pet system - As the name suggests - I’ve seen many games that have reliable follow systems where the Pet follows the characters without any server delay(s). I’m just wondering how this was done?
I’ve attempted setting the NetworkOwner of the Pet to the Player and this hasn’t worked as I’d hoped. Any suggestions?
Ok, there are allot of YT vids on this sort of stuff. I’d recommend next time look them up first. But here are some suggestions if they solved your issue please mark my comment as solved so users in the future will know what the solution was.
So I assume you trying to make an pet that will follow the owner. I seen different methods, most of them uses BodyGyro, BodyPosition and etc… As @Strongjohnfgamer said, theres many tutorials already on YouTube that you can learn from.
Pet systems without delays are often the result of physics-based movement (Body Movers) and network ownership in the hands of the client. If it hasn’t worked for you, you may be doing it wrong - details about what you did would help here.
I insert the model Server-Side, following this I parent it to a folder in Workspace and SetNetworkOwner to the Player.
I then fire a :FireClient() to a LocalScript that manages the movement. I’ve used BodyPosition and BodyGyro for this, as you can see it’s not 100% perfect and is still a prototype; but it’s progress none-the-less! Thank you all so far.
Hey, I actually no longer have access to these codes as I scrapped the project.
However, I would recommend using the SetNetworkOwner & using BodyConstraints. I’ve not actually practiced these but I’ve heard it’s more efficient.