Game laggier using Roblox Client than Studio

Hello everybody, I have come across a problem that I just can’t fix. It has to do with my game’s ragdoll mechanic not working properly in the Game Client, but when I do the same exact actions on Studio, the ragdoll works just as expected.

Visual Demonstration:

Client:


Studio:

Here is the ragdoll method:

function RagdollModule:RagDoll(characterModel: Model)
	for _, Descendents: Instance in pairs(characterModel:GetDescendants()) do
		if Descendents:IsA("Motor6D") and Descendents.Parent.Name ~= "Head" then
			local A0, A1 = Instance.new('Attachment'), Instance.new('Attachment')
			A0.CFrame = Descendents.C0
			A1.CFrame = Descendents.C1
			A0.Parent = Descendents.Part0
			A1.Parent = Descendents.Part1

			local BallSocketConstraint = Instance.new('BallSocketConstraint', Descendents.Parent)
			BallSocketConstraint.Attachment0 = A0
			BallSocketConstraint.Attachment1 = A1


			Descendents.Enabled = false
		end
	end	

	
	if RunService:IsServer() then
		local Player = Players:GetPlayerFromCharacter(characterModel)
		
		if Player then
			SNet:EmitClientEvent(Player, script.Name, "Ragdoll")
		else
			characterModel:WaitForChild('Humanoid').RequiresNeck = false
			characterModel:WaitForChild('Humanoid'):ChangeState(Enum.HumanoidStateType.Physics)
		end
	end
end

Here is how it’s used (Yes this is in a server context):

Bv.Velocity = player.Character.HumanoidRootPart.CFrame.LookVector*25 + Vector3.new(0,10,0)
Ragdoll:RagDoll(targetCharacter)

Any help counts! :heart:

That’s because of the inherent delay in the game running on a server. It takes more time for data to reach an actual server hosted miles away than it does to just run everything in studio on one PC

Instead of generating the ragdoll on the server, consider doing it on the client using a remote event or function. This way, the player’s client can handle the physics simulation on the limbs.

Make sure that the server disables the humanoid’s platform standing though.

ever heard of networkownership? makes thing be proccesed by the server go to client instead, hackers gain FULL CONTROL OVER ANYTHING INSIDE THEIR NETWORK-BUBBLE! so beware of not using this to much. networkownership is very complex however so i cant help you much with it, see the documentation on it if you need to. Network Ownership | Documentation - Roblox Creator Hub

simple solution:
doing ragdolls on server isnt a good idea and i suggest just not using ragdolls at all since they are know to be super lag inducing and frustrating to deal with. Make them client-sided or use animations instead, that will fix all the lag issues.