A game I am working on features many moving vehicles interacting with each-other. Planes can land on aircraft carriers, cars can load into the back of trucks, etc. To optimize it I only create a single part on the server and all the physics constraints are set up on the client. The problem is that players are able to exit/enter the vehicles at will, leaving them in a state of limbo without a network owner.
Ideally I’d like the have a server-sided model take over, but the problem is I can’t create it on the server without it trying to replicate the whole thing to every client which defeats the purpose. The game needs to be performant targeting 50+ players, I can’t just have hundreds hinges and parts moving around clogging the network.
Does anyone have any idea on how I should handle this? In other engines I would just create a non-replicating server-sided simulation but with Roblox I can’t seem to parent anything to the workspace without it automatically trying to replicate to everyone.