[FIXED] Issue with linearvelocity server/client syncing

weird bug/issue where two objects have the same velocity and same mass, but the server sided one travels slower than the client

as shown in the clip below, the further the travel time, the further the delay between the hitbox and the visuals are.

all of the parts are massless, and the maxforce is set to math.huge.

mass check!

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the visuals contains a single part with a few attachments for particles, and the server hitbox has two parts welded together with a weldconstraint.

does anyone know why this is happening and how it can be fixed? help would be appreciated!

additional info: this projectile/velocity systems works fine (its perfectly synced) with a different skill i made when the visuals and hitbox both have mass
yes, i tried turning massless off and have tested the hitbox without the additional welded part.

found the issue, was with some scaling tweens messing with it

thanks for the help everyone :fire:

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