How to handle replication issues between clients with high MS/LAG

I’m having some problems in the development of my game, including those that include the use of Body Families and changes in the state of the humanoid.

My jump, for example, in the specific keyframe gives Humanoid:ChangeState(Enum.HumanoidStateType.Jumping). For the client itself, the jump is linear and correct, but for those close by, some pause in the air or delay in replication is noticeable. An effect being triggered in the same keyframe as the jump can be activated before the state changes to the other clients.

How can i solve this?

function Methods.ChangeHumanoidState(State)
	Humanoid:ChangeState(Enum.HumanoidStateType[State])
end

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