How to teleport character only in clients

Hi, I’m making the main menu of the game. I’m trying to place my character on the main menu, and I want to make sure that only my character is in the background space on the screen.
(Players other than themselves should not be in the same space!)

To achieve this, I ran the following code within one LocalScript.

local Character = game:GetService("Players").LocalPlayer.Character
Character:MoveTo(workspace.Spawn.Position)

As a result, the player moves well to the location he wants, but when he uses this method to move it, the player moves to that location not only from the client but also from the server.

I understood that what I did in LocalScript was only done on the client side. Was I aware of the wrong knowledge?

If so how do I modify this to achieve what I want?

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The client has network ownership over their character, so changes to their position will replicate

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Try this.

local Character = game:GetService("Players").LocalPlayer.Character
Character:PivotTo(workspace.Spawn:GetPivot())

I’m not sure if this works on the client, but I’m pretty sure it does. I also think this is what you are trying to acheive.

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Instead, set up a dummy in that position, then use Humanoid:ApplyDescription with the local player’s humanoid description. You can retrieve it by accessing their humanoid and calling Humanoid:GetAppliedDescription

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A dummy model should be seen as its own character on multiple clients, but ApplyDescription() can only be invoked on a server.
How do we implement this?

It can be called on the client, just not on the local player’s character

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It works well! Thank you for all the information

It doesn’t work, according to what Ziffix said above Networking ownerwhip, this also seems to work the same as MoveTo()

:sob:

use a for do script, on the client copy their shirt, pants and T shirt if they have one, then get any accessories.

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