Basically I have this game where balls roll down a hill and you have to climb up that hill and dodge the balls. The only problem is that when the balls are on the server the balls are very laggy and seem kind of jumpy. To solve this I’ve made all the balls local but I know that’s not a very good solution as players are seeing different things on their screens and exploiters could take advantage of this. If there’s any better solutions without the server lag please let me know!
Did you try setting the network owner of the balls to server(Network Ownership | Documentation - Roblox Creator Hub), so on all the balls do:
Ball:SetNetworkOwner(nil)
No I have no tried that yet. So basically I let the server create the ball then I change the network ownership to the server?
Yes this should make the balls look less jumpy.
I tried making a game where i have parts spawning balls rolling down a hill too and it doesn’t seem to lag even with 6 balls rolling down at the same time, do you :destroy() the balls after they reach the bottom of the hill? How many balls do you spawn?
I used Debris and they are put in workspace for 30 seconds. When they reach the bottom there is a part that destroys the balls. I’m spawning a big ball every 1 second and a small ball every 0.5 seconds. My ping is quite high in roblox(300-400) so the lag is very noticeable.
maybe you could try spawning a big ball ever 1.5 / 2 seconds and a small ball every second because i think 0.5 could cause lag to low end PCs