Improved Mover Constraints: Enhancing Stability and Network Ownership

I really hope this gets fixed soon! My train games are all kind of screwed over right now.

Engineers provided a fix here: Flying vehicles no longer work correctly in game

@m0bsterlobster

I experienced an issue related to NetworkOwnership / Assemblies / MoverConstraints that I feel may be good to address with this change. I had it on default, tried it with disabled / enabled, and it didn’t solve it.

For more information: Weird in-game AlignPosition issue (Big objects getting pushed by smaller objects)
Let me know if you have any questions.

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I’ve run into the problem where, upon cloning an airplane that uses the LinearVelocity mover, changing the LinearVelocity.Enabled value on the client doesn’t change the active value of the constraint. I have to switch it on from the server. After that it can be modified on the client. This is very unusual, as it doesn’t make sense why the client, when possesing network ownership of the plane, cannot enable the mover.

MoverConstraintRootBehavior is disabled.

Why can’t the server apply impulse on a client owned physics object?

The MoverConstraintRootBehavior set to “Enabled” just doesn’t solve the issue.

LinearVelocity parented (on the server) to an attachment under the RootPart (NetworkOwner set to ONLY server).

it still has a super large delay and snaps…

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I’m running into an issue that appears to be caused by this:

Attaching unachored parts to a locally instantiated anchored part via a rope constraint causes the entire physics assembly to freeze

Correct behavior:

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is this option still available because i cant find it anywhere - this would help me so much if i had it.

i have updated my studio - i will re install and see if its there.