As the title says, in my fighting game theres dashes, and for some reason the dash in roblox studio is normal but when i test it in the real game its completely off
Dash in roblox studio:
its fine.
but heres the dash in roblox:
its much longer and the physics feels off!
this is the code that i use for the dash (its client sided)
for i = 0, dashDuration, rate do
print(i)
if breakDash == true then
break
end
if dashDirection == "Front" then
if num == 5 then
if i < 0.55 then
local Result = CustomEvents.Result2:InvokeServer(char, Vector3.new(5,2,5), 0, true, nil, false, nil, -5)
if Result ~= nil then
break
end
end
num = 1
else
num += 1
end
bv.Velocity = hrp.CFrame.LookVector * dashStrength
if anyone knows how to fix it, or why is it like this thanks!!!
I believe this line is what is causing the issue. Since the dash is loop count based and not time-based, the duration per loop relies solely on this InvokeServer line. This is because InvokeServer waits for a response from a server, and due to client-server delay (ping) this delay can vary based on the server’s ping. In Roblox Studio, the server is run on your local device, resulting in very low ping. However, in the actual game, the servers are hosted by Roblox, meaning that the ping increases, causing the overall loop sequence to take longer.
I’m not sure why you need to invoke the server to determine if the loop should break, and am pretty sure you could just handle that on the client end.