When I was fiddling around with a homemade path system, I noticed that the server position of a model was affected by a local script.
I have a tween on local script that moves the model forward 50 studs. The model has a server script which constantly outputs its position every 0.05 seconds. To my surprise, after 20 seconds the server script began printing a new position - the position the model was tweened to.
Watching the model from the serverside, I noticed that it would be in the same position far after the client’s tween finished, then after a random amount of time (usually 20+ seconds) it would suddenly teleport to the client-side position. This behaviour persists even after multiple tests.
I’m not the most well versed with Filtering Enabled, but I was under the impression that any changes done on the client would not replicate to the server. I have no outside scripts affecting the model - every other server script is disabled besides the one scrip that prints the model’s position. Is this supposed to be intentional?
When FilteringEnabled is enabled, everything continues to replicate from the server to the client (with a few exceptions such as ServerStorage
and ServerScriptStorage
). However, actions made by the client will no longer freely replicate to the server. Instead, RemoteEvent
s and RemoteFunction
s need to be used by the client to ‘request’ the server preforms certain actions on its behalf.
You’re running into an issue because the client isn’t able to update the rigs position globally. With something more complex like a character controller, the client would periodically update the server with your coordinates, and those changes would be replicated to everyone else if those coordinates were applied.
To make things clear: You’re saying that humanoids periodically update the server with their coordinates?
Is the model anchored? There could be some network ownership stuff interfering if it isn’t.
Other than that, I really don’t know
1 Like
No, I’m specifically referring to a custom implementation. None of your clients changes will automatically replicate to the server.
That’s strange, because I believe I don’t have any custom implementation whatsoever. It’s just a default r6 rig that’s being tweened around. I don’t have anything updating the server from the client - no remote events or functions.
I’m surprised, I accidentally unanchored the model’s HumanoidRootPart and after anchoring it and waiting 10 minutes, nothing happened. Wow. Did not think that could be a reason. Thanks!