It doesn’t lag the server at all. Many tests have brought me to conclude that, as my game can fully handle a many hitboxes running within the same frame, with a full player server. The issue is the Player Ghost, where the servers view of the player is behind of what is going on the client.
^ Could be a solution as well.
ok so the weld thing i showed you has worked before and i used it many times when i was also using magnitude before you should set the position of the part to the offset then weld it as the positoning is predicting that the weld might lag or something that studio likes to mess up then unweld it then unanchor it disable collsions of all types which will make the hitbox dead then it will fall through and get destroyed!
You could also create a hitbox that is the size of the attack area
Well duh
hitbox instead of constantly updating it to match the player’s position.
It doesnt do this… I already explained that my hitbox runs once. The hitboxes you see in the clip are multiple created hitboxes
Aha. I think I spotted the issue here, up the amount of hitboxes that are spawned in.
It would still be behind them though
Then spawn it in a few studs forward??
ok look im sorry but i dropped the mic imma go for a bit