Is there a way to make Client and Server sided Inverse Kinematics results the same?

Server side result:
Screenshot 2024-09-14 at 11.41.24

Client side result:
Screenshot 2024-09-14 at 11.41.34

I added the additional attachments, constraints and IK from a server script onto players who join the server

The difference is huge on the knees, all attachment positions, rotations, and constraints are equal, however client and server calculates it differently? Is there a way to make the client sided IK the same as the server one?

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maybe use a remote to send the information on constraint cframes to the client?

The constraint’s CurrentAngle is the problem, as their angle is different Server to Client, however it’s read-only so you can’t change it via script :((

roblox’s constraint system is historically unstable, and quite frankly every time i use it its a host of problems. i think this might be out of my scope as a programmer, this might be an engine bug.

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Yea, just as what I had in mind. But then making a new IK system is so time wasting :sob: . Thanks for your help otherwise

Are you sure both endpoints are the same?

Client-side seems to aim for a much lower target.

Yes, they’re both the same, I moved the target through the server manually

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