Whenever a player’s character spawns, I have it set up to where the client swaps the humanoid recognized by the server with a locally created humanoid in order to stop replication.
This works for properties like health, max health, namedisplaydistance etc. But not for humanoid states.
Whenever I change the state on that client, it replicates to the server. I tested this out in a local 2-player simulation and whenever I changed the local client’s humanoid state to physics, it replicated to the server.
I don’t know if this is a bug yet, but is there a way to block this?
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Why do you need that behavior?
Player characters are always replicated to the server, even if they are changed with a local script. That is why hackers are only really able to fly around.
A roblox server with 50 player characters running normally is fine granted we do use some optimizations, but often times we have atleast 50% of those humanoids being rag dolled. Ragdolls from the server send TONS of network data, (around 10 kb/s per ragdoll), so multiply that by 25, and you see the issue. There may be 25 ragdolls going on at once, but a player probably only sees 3 max at a time.
If I can halt the automatic physics replication going at 240Hz to all clients, and have more control over which players receive whoever’s ragdoll physics data, that can greatly reduce the network received per client.
tl;dr: I want to have more control over which client gets physics data from other player characters.
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Custom Humanoid States: Instead of using the default humanoid states, you can create your own custom states. You would disable the default humanoid state replication and manage the states locally on each client. This way, you can control which states are replicated and which are not.
Filtering Enabled: With Filtering Enabled (FE), most changes made by the client are not replicated to the server unless explicitly allowed. Make sure your game is using Filtering Enabled, and handle important state changes on the server side. You can then use RemoteEvents or RemoteFunctions for communication between the client and the server.