I was testing joints to find a way to make the player’s head and arms rotate based on camera movement and i found out that changing the joint’s C1 and C0 orientations in client won’t replicate to the server despite the player having network ownership of the character. Is there a way to replicate joint orientation changes to the server without using remotes?
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I’ve played around with creating a “proxy” part with its network ownership set to the associated client and then adjusting the part’s CFrame on that client; so instead of firing continuous remote events manually, it hitches off of Roblox’s internal physics replication and proves to be lower bandwidth. The downsides, physics replication has a terrible refresh rate, so the movement is choppy.
Couldn’t you just send the pitch/yaw to the server, store it as attributes on the character, and then let other clients read those attributes and apply the joint rotations locally? Since the actual Motor6D changes don’t replicate anyway. (I know I am late)