Hey everyone,
I’m building a Battlegrounds-style game (inspired by The Strongest Battlegrounds and Jujutsu Shenanigans) and I’m struggling to make my ragdoll system feel right.
In top-tier battlegrounds, when a player gets hit by a combo finisher, they transition into a ragdoll and fly back the exact millisecond the hit registers. There is zero delay.
In my current setup, when a player takes damage, the server handles it and applies the ragdoll. However, due to network latency and replication time, there is always a nasty 0.2 to 0.5-second delay where the character just stands awkwardly before the physics finally kick in. It completely kills the game’s pacing and ruin the punch impact.
What is the proper architectural approach to fix this?
- Client-Side Triggering: Do they change the
HumanoidStateTypeto Physics and build the constraints locally on the client first for instant feedback? - Network Ownership: How do they pass network ownership or handle physics so the ragdoll looks completely smooth and synchronized for both the attacker, the victim, and other players?
- Realism & Momentum: What’s the best way to combine the instant ragdoll transition with forces like
LinearVelocityorApplyImpulseso it feels heavy and crunchy, rather than floppy?
If anyone has a scalable module workflow or tips on how to structure server-to-client handoffs for instant physics, I’d love to hear it.
Thanks! ![]()