I haven’t worked with DragDetectors, but you could theoretically:
Set the Network Owner of the part you’re dragging to the “Player” dragging the part (which should basically replicate what ur doing in client to server, like filtering enabled never existed.)
Then once you’re done with dragging, just set the network owner back to server (or nil)
If you’re dealing with an anchored part, un-anchor it and add something that acts like a fake anchor (like BodyVelocity set to Vector3.zero) before setting the network owner to the player
part.Anchored = false -- if the part is Anchored
local fake_Anchor = Instance.new("BodyVelocity",part)
part:SetNetworkOwner(player)
All done on the server when you :FireServer() both DragBegan and DragEnded (i think thats what they’re called)
Can’t you just send the current position from the client to the server to fix that issue? Again, could I see what you tried doing with the Network Owner implementation?
also you see from the video, i did sent the position of the object from the client to the server but it also replicates the position to the client as you can see from the video