Help with rope constraint

I’ve recently been having trouble with my rope constraint not working as intended only on the clients side. The server side works perfectly fine. (its the same for springconstraints)

Heres a video of the server side:
https://gyazo.com/7442e24dff0e7cae3089866a8b2802a2

And this is what the client side looks like:
https://gyazo.com/9a906d0b741619dbdc6c1208a143306b

Server Code:

Client Code:

Help would be appreciated, thanks

1 Like

Maybe

for _, part in pairs(char:GetChildren()) do
 if part:IsA("BasePart") or part:IsA("MeshPart") then
  part:SetNetworkOwner(nil)
 end
end

No luck still getting the same problem

There is always lag between the Server and the Client.

What would happen if you did everything on the Client first, then let the Server play catch up by updating the position after the Client has already moved it?

Never tween on the server. There will always be a delay. Make the server send a remote event to all the clients, and make the tween on the client.

or just update an attribute and watch the changedsignal on the client and tween off that then there is no need for remotes can set this up in a script for client effects to handle different ones could even use CollectionService and tag the item which then will setup the changedsignal connection


this strongly resembles a conflict between the physics of the server and that of the client. View owners with this option.