So ive been messing with trying to create destructible parts for my battlegrounds game, but I ran into a few problems:
Can an object in workspace be anchored/unanchored on the client side?
Can I even run a destructible part system on the client side? I would like to do that so I don’t overbear the server with calculating velocities for a bunch of parts
Would raycasting be the best method? or finding nearest character? Hitboxes are unreliable as the player could be traveling at speeds to high for the hitbox to efficiently detect
If you could answer any of my questions or give tips, I would happily appreciate it
is it possible to replicate npc velocity thats being run by server to the client also? or do I have to leave it on the server and make a separate script for it?
Yes, NPC velocity and movement done on the server will replicate to the client automatically, as long as the NPC’s parts are unanchored and their network ownership is right