How to reduce or remove delay when making hitboxes on the server

So basically i’m creating a hitbox using :GetPartBoundsInBox() on the server (for security reasons) but when i view the hitbox on the client its position is super delayed and impossible to hit while walking, i visualize the hitbox by using FireClient().

Here’s a clip of it: https://streamable.com/rfmez3

Sadly, its impossible to do. You have to raycast on client, pretty unsecure, but its the only way.

Other games create hitboxes on the server and they have no lag/delay

Can I have an example?

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I know AUT and Deepwoken does it

Ive been stuck on this issue for well over 3 days can someone please help me my game is unplayable​:skull::skull::skull::skull:

use render step or heart beat yes it will be bit delayed but not as much

Sadly, its impossible to do. You have to raycast on client, pretty unsecure, but its the only way.

This is not true. Those games use a form of client prediction. I’ve struggled with this issue myself and my solution was to make the hitbox appear where the player will be instead of where they are. That’s your best bet!

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