I have a ramp in my game where quite a few balls travel down randomly. They didn’t go smoothly down the ramp though, since I noticed the judder when the balls are near to the player because the network ownership changes. I’ve tried adding in this - game.ReplicatedStorage.Ball1:SetNetworkOwner(nil) to my existing server script for ball 1 but nothing changes, it still judders. The balls are in replicated storage.
The ball script is this-
game.ReplicatedStorage.Ball1:SetNetworkOwner(nil)
–// Variables
local ReplicatedStorage = game.ReplicatedStorage
local Ball1 = ReplicatedStorage:WaitForChild(‘Ball1’)
local BallSpawn1 = workspace:WaitForChild(‘BallSpawn1’)
–// Main
while wait(math.random(1,1)) do
local NewBall1 = Ball1:Clone()
NewBall1.Parent = BallSpawn1
NewBall1.CFrame = BallSpawn1.CFrame
game:GetService(‘Debris’):AddItem(NewBall1,7) – The ‘3’ is how many secs it will disappear in.
–// Variables
local ReplicatedStorage = game.ReplicatedStorage
local Ball1 = ReplicatedStorage:WaitForChild(‘Ball1’)
local BallSpawn1 = workspace:WaitForChild(‘BallSpawn1’)
–// Main
while wait(math.random(1,1)) do
local NewBall1 = Ball1:Clone()
NewBall1.Parent = BallSpawn1
NewBall1:SetNetworkOwner(nil) -- set network owner after the ball is in workspace
NewBall1.CFrame = BallSpawn1.CFrame
game:GetService(‘Debris’):AddItem(NewBall1,7)
end