I am trying to make it so holding shift causes the car to drift. I am doing this by simply lowering the friction of each wheel (in this case a sphere) when shift is held. The default friction is 2 and holding shift sets it to .2. Here is the relevant code for this (in a localscript, the player’s character is a car):
local function onUpdate(delta) if player.Character then if drifting then for _, wheel in ipairs(player.Character.Wheels:GetChildren()) do wheel.Friction = .2 end else for _, wheel in ipairs(player.Character.Wheels:GetChildren()) do wheel.Friction = 2 end end end end
(It correctly detects if it is drifting or not, I tested that earlier with a print statement)
There is no difference made when I hold shift. In the server side, I see .7 no matter what (that’s what it’s set to in studio before the simulation is run). I try printing the value of one of the wheels, but weirdly enough, it prints .3 repeatedly:
while true do wait(1) print(script.Parent.Wheels.fl.Friction) -- .3 no matter what end
Network ownership is set manually on the car, I even tried setting it on all of the wheels to just to be redundant. Does this have to do with the fact that it’s being set in a localscript? I’d prefer the drifting to be client side so there’s little to no input lag.