Hello! I was working on pet movement for my pet system, and I came to an issue. I want to replicate the pet movement so that the other players can see it so, I attempted to use network owner however in order for the pet movement to work I need the primary part to be anchored so, I cant use that. If anyone would help me out on finding a solution to this that would be great!
If he was to make the movement be controlled with remote events, the players would quickly go over the max amount of remote events you can fire in a given time.
Or just set it from the server in the first place. Something along the lines of
game:GetService("RunService").Stepped:Connect(function()
for _, player in pairs(game:GetService("Players"):GetPlayers()) do
local pet = GetPetForPlayer(player) -- idk how you personally store this
pet:MoveTo(player.Character.HumanoidRootPart)
end
end)
I know this is an old thread, but would you be able to share how you managed this? I just overhauled my pet system, and it’s looking much better now, but I’m not sure how I can replicate it to the server since I’m using renderstepped and anchored parts
I think for this specific system I actually handled all the movement replication on the client. All I did was use a loop to go through the current pets in the workspace for all players then display them accordingly(if that makes any sense)