I have this stupid physics system, that doesn’t need to replicate at all. So I instanced all the parts on the client, outside of the character, not welded to the character at all. They don’t exist on the server, they don’t exist for other clients. Yet my physics out data clearly shows that my client is trying to replicate these parts, eating up my network traffic.
How do I prevent part replication for client only parts?
The whole point of instancing it on the client only, is because so much network traffic is used up by physics data. But the issue is, even on the client only, the client still tries to send the data over the network.
I’m getting this same problem currently with client-sided instanced parts; yet it’s still sending physics replication data over the network completely blocking valid traffic. Would you mind sharing a solution you came to, if any?
It can’t be the local parts. Maybe the physics out is due to your character being replicated. Also are you testing in solo play or are you spawning a server? If you test in solo play the physics out might not be accurate since client and server are together. Do your test by spawning a server and a client.
Basically nothing. It’s a new place file. There’s only 1 script with about 15 lines and all it does is spawn those parts on the client. Yet, it’s still trying to replicate those parts to the server.
Unfortunately anchoring the parts really isn’t an option. I’d make a bug report but I’m not a regular so it doesn’t appear for me. Maybe someone else can?