It seems like it’s almost as if theres no ping between the player and the server, do they use NetworkOwnership or is it their own system?
A common technique is to show the player an approximate copy of what should be happening on the server, as a local-only effect. This is annoying but possible to do in roblox since there isn’t a way to create a server object that is not also replicated to clients. The local copies must be kept accurate by something close to rollback netcode.
I have a game that does this if you want to see how it works.
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Yeah, I agree. Especially if the ball’s path is calculated using math. The client can replicate that math. I would also like to see that example, just curious
I will set this to copyable:
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