not sure, but I went and tried to reverse engineer the system by inspecting the microprofiler, these are some part tweens that happen after the destruction. So I am certain now that they’re somehow simulating the physics on the server. However, simulating part physics ONLY on the server is something I’m not sure can be done. I’ve seen a method where someone put a part in the CurrentCamera object on the server and it didn’t replicate. However, when I tried doing this the physics throttling would literally make the part freeze into place, so I guess the next step would be to figure out how to simulate the physics on the serverside.
what i can recommend if you move forward w/ serversided parts, is once the part is unanchored, you could give NetworkOwnership of the parts to the client who is instancing the destruction.
I.e. say Player1 uses a bomb move, give all the destroyed parts to Player1 for him to render (on the server)
say Player1 throws Player2 with a grab move, give all parts destroyed via Player2’s ragdoll to Player2 do the most accurate serversided physics calculation
I wanted to come back here to tell you and everyone else reading my conclusion to this (because i despise posters who don’t). I did get it to work, and the way it works is that you just have a cache folder on the server of all loose pieces which the client deletes on join, then you just instruct the client to make the client debris pieces and you can tween them to a new location that the server sends (in my case every 1/20 of a second via unreliable remote events). This gives it a pretty nice look and works well for me.