I never actually tried, but if the client makes changes to a part, will destroying it on the server actually destroy it for the client as well?
Just wanted to add on that the reason walking and animations replicate is because the client has Network Ownership over their character, allowing changes to replicate to the server and then to other clients.
Great explanation:
You got your answer but I am curious on why donât you test and get answers by yourself. You can use playtest in studio and switch between client and server perspective to test that. It may be me but I always try every single thing by myself and if I canât find the solution I ask others.
Not sure if youâve actually found a solution but let me just put this in the simplest terms possible, a part destroyed on the server is destroyed on the client, however a part destroyed on the client is not destroyed on the server.
Whether the client makes changes to a part or not is irrelevant. Standard replication rules apply.
The only thing I donât think is right is that any and all changes replicate when the client has network ownership of a part. Network ownership only pertains to physics, not complete replication control.
(cc @REALTimothy0812)
Believe it or not, animations actually replicate because of the Animator object, not because clients have network ownership of their characters. Network ownership only pertains to physics replication. Animations modify a CFrame property of Motor6Ds called Transform which natively does not replicate.