I recently game across an issue with my game which is the fact that players spawn a box through the client and even though other players cant see the box, they can still collide with it.
How do i fix this? Collision groups is not an option
I recently game across an issue with my game which is the fact that players spawn a box through the client and even though other players cant see the box, they can still collide with it.
How do i fix this? Collision groups is not an option
If you’re creating the part via a LocalScript or a Script with Client RunContext, it will only exist for that player. I’m not sure what your issue is exactly
Thats what i thought too but thats not the case. It only “exists” for that player but other players can still collide with it.
In the client:
clones it from replicated storage → parents it to workspace
But somehow other players can still collide with it even though they dont see it
Where is the localscript placed?
StarterPlayerScriptsssssssssss
Can you share the script that’s responsible for cloning the part
in a local script just
local part = Instance.new("Part")
part.Parent = game:GetService("Workspace")
i think…
are you sure every other client isnt also cloning the part from said local script?
yes, other clients can still collide with it most likely as the physics for that part are simulated on that player’s client, meaning if another player bumps into it, it will still move. If you want it to be only collidable with that specific player on the client you will need to use collision groups.
Workflow:
Create collision group for each player- on server->
Create part on client →
Set parts collision group on client to be the specific players
Huh? It’s impossible for other players to collide with something that is on another Player’s client. Could you please rephrase this?
local Item: Part = ReplicatedStorage.SpawnItems.Box:Clone()
Item.Parent = Workspace.Room
Its just this simple script
no but im cloning part from ReplicatedStorage
Well thats whats happening. In the client script, im cloning a part in replicated storage and then parenting it to the workspace. Only that player can see it but other players can still bump into it
Collision groups are not an option. Im already using collision groups to turn off collision between players. If i were to use your method i have to sacrifice the player collisions
Yeah its only that one clientttttttt
Yep, that’s how the physics work. Despite the part being spawned only on your client the physics from other player are still simulated on your client side. An obvious fix is using collision groups which you can’t use, so you could use NoCollisionConstraint. You would have to create a NoCollisionConstraint for every part of every other player, hacky but does the trick.
Wrong, that is not how it works.
Each client simulates physics for parts that exist on their client.
If a part exists only on Player A client, only Player A sees and simulates it.
Player B never sees it, so from their perspective it does not exist - therefore they cannot push or interact with it.
If you are schizophrenic, can I fight the demons in your head for you?
Get your facts checked before you callout someone ![]()
It doesn’t exist on Player B that’s right, but the motions of Player B will certainly be accounted on Player A’s side hence causing the interaction. Player B won’t feel a thing.
This entire post is painful to read and is mind bending, could it just be that this doesn’t happen in production. and It’s just because you’re testing on one computer in roblox studio using the erm 3 client testing thingies which might cause it to overlap with other players thingies and mess up physics a little bit?
That’s not an appropriate solution if he wants normal physics to work. From his post what I could make out was that he wanted only that client to interact with the box, no one else