I have been working on a game where it involves a cube jumping, currently I am using remote events to make the cube jump on the server when the space bar is pressed on the client, however the delay from client-server is starting to effect me (I would want it to be similar to the normal character’s jump) Is there any way to make the changes on the client replicate in the server after? I found this old post talking about putting the parts in workspace.CurrentCamera in the server but it doesn’t seem to exist in the client (Allow client-side Part manipulation through FilteringEnabled? - #6 by Waterlimon)
You can try setting the cube to be owned by a client. Then you can manipulate the cube on the client. Alternatively, you can render the cube on each client, and simply correct it to the location of the cube on the server with interpolation.
Otherwise, if you handle the cube on the server, then it will be a delay.
2 Likes
Adding on to what @T0ny said, if you decide to set the network ownership of the cube to the client then that means you will also have to perform additional sanity checks on the server. In this case, if all they can do is make it jump, then that means you will have to detect if it is made to jump more than once.
2 Likes