I’m trying to figure out the cleanest way to make a throwable item, i would just use a remoteEvent but it gets kinda delayed after being parented to the server before it lets physics starting acting on it.
So how should i go about making a throwable item?
Should I create Seperate throwables for both local script and server script or what?
i think u should have the client simulate the throwable while the server handles the hitbox.
the client could simulate the trajectory and motion of the item as soon as the player throws it. that would help the throw feel responsive and smooth. however, the server should still handle collisions, damage, etc.
yeah, network ownership is supposed to be assigned on server side. the function simply forces a specific player to calculate physics (it’s server’s work by default, replication causes latency. and when player’s character nearby in some cases). it’s really written in their documentation