Custom Player can't affect its own properties

I have a custom player thats just a ball. no humanoid nor anything just a ball, its parented to StarterCharacter. I’m trying everything I can but it just cant affect its own Anchored property or VectorForce, is there anything I am doing wrong?

Does the client have network ownership over their character? If the part is anchored (serverside, not locally anchored), the server will automatically assume ownership of the part.

You can view the part’s ownership by setting this debug property in the developer console to true:


Any anchored parts will be owned by the server. Unanchored parts outlined in green are client-owned and can be locally manipulated.
image
Pictured left: client-owned unanchored part. Pictured right: anchored server-owned part.

2 Likes

This is weird, the part is owned by the client and I can manipulate it locally, but for some reason I can’t manipulate the VectorForce it has? I can change its Force all I want but it stays unaffected on the server
image

That’s strange. Does changing the VectorForce on the server have any effect on the part?

When you change the VectorForce from the client, the force won’t replicate to the server. However, the VectorForce will change the part’s velocity, and since the client owns that part, the part’s velocity will replicate to the server.

I can affect it on the server, and only on the client it seems to work if I make it a big number
If it helps the code is literally and the Gravity is 196.2
Col.GravityForce.Force = Vector3.new(0,workspace.Gravity*Col:GetMass(),0)

Okay it just randomly decided to start working? I just made it create the VectorForce on the client and multiplied it by 2
Maybe it wasn’t enough power?
Thank you for helping out!

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.