I’m working on a system that relies on Tweens on the client to move a board.
The board is tweened through Keypoints, and at the end of each tween (tween.Completed), it detects whether the player is “touching” the obstacle or not and either increases or decreases the tween’s speed (.Touched itself does not work with anchored parts or parts welded to them, it uses :GetTouchingParts() and both the obstacle and player have a custom hitbox).
That being said, I’d like the board’s position to be replicated to the server, so other players can see the board moving as well. The problem is that :SetNetworkOwnership() simply doesn’t work on anchored parts (even if you anchor them only on the client, after setting the ownership on the server). Tweening the part without anchoring replicates the movement, but the part “wobbles” every so often because of physics.
Doing the tweening through the server isn’t an option as the movement is not as smooth for the player and hit detection would have a considerable delay as it’s also detected on the end of each tween and relies on player input, and tweening on each client isn’t an option, since tween speeds are constantly changing based on whether they hit an obstacle or not and individual characters also replicate their own client positions.
My issue would be solved if :SetNetworkOwnership() replicated tweens done to anchored parts in the client, which is not the case!
Any ideas on what I could try?