Do i manage the movement of client owned parts on the client or server?

I need help understanding this.

In the context of performance, if I have a player own some baseparts. Should they also be the one to manage the movement of them.

i.e. atm I move things on the servers heartbeat and am trying to making things more client oriented. Would i now use clients heartbeat?

Movement of parts should be handled by the network owner, can you clarify what you’re doing with the parts?

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Forget the heartbeat stuff.

In context of how I am managing explosions, it is completely server sided.

I know that the server manages anchored parts, and many of mine are until exploded so applying physics should be okay to do via the server?

But in my game, when there are unanchored parts which need physics applied to them, is it really in performances best interest for clients to manage all that? Can I keep that on the server?

For further context a metor shower.

Right now to optimise it i am aiming 50% at players. Should I make it so the affected player owns the explosion physics? What if a base part another player owns is within the affected area but the explosion owning player cannot apply physics to someone elses basepart? or am I wrong and roblox will manage ownership without my worry

You can let the engine handle it automatically.

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