It’s definitely not an ownership issue, in the video the ownership of the ball is with the client.
We don’t know what the “forceApplier” module is to be able to help with/logic through those functions
I thought the functions names were self explanatory, but I’ll send the code if it helps.
Your description of the problem isn’t technical/specific enough to be confidently assisted with
I don’t know how else to describe it. I’m trying to make the ball curve inside (ie. to the left in this case).
ApplyLinearVelocity applies a forward and up motion, AngularVelocity is for the spin, and the ApplyForce is for the curve.
The VectorForce is being applied relative to the world which I believe would mean it’d be inconsistent based on what angle you kick the ball at, perhaps . . . ?
Working with Roblox’s physics is unfortunately always going to be slightly variable in its results, so the unreliability is also something to take into account
I checked and it seems the delay happens because of the LinearVelocity. No other force can be applied for some reason until the LinearVelocity leaves… very weird
Did you use a physics based system? and did that system use BodyMovers or Mover Constraints?
I’ve done it before with BodyMovers however it behaves differently when ported to Mover Constraints
task.spawn() basically runs whatever code within there “seperately” than what comes after. So if you do task.spawn(function()
task.wait(1)
print(“There”)
end)
print(“Hello”)
It will print hello, then wait one second and print there.
Oh shoot that is my bad. I thought you meant the code was not adding the force instances simultaneously. What if you used Assembly linear velocity instead of the Linear Velocity Instance? Try it out and lmk if it works or not.