Hello all! My game has a grab system that sets the NetworkOwner to the player when an object is grabbed, and back to the Server when released. Today I discovered that if I simply don’t give the Server back Network Ownership, collisions & physics work a lot better, clipping is reduced, and it’s overall a lot smoother. Of course, the next player that grabs the object will get ownership of it. Anyway, I wanted to know if this will put too much of a load on a client and generate lag if they are the owner of too many parts/objects. Most of these objects wouldn’t be moving.
Demonstration (green highlight means I am the network owner):
Also, I also see this as potential for bad actors to more effectively mess with the game. But, that’s probably not that important given the state of exploiting and the constrained sizes of run queues in your game (unless you’re changing it for the sequel–I’ve played the first version with my friends aha).
I do think that it could make objects simulate weirdly for the rest of the players if someone is having trouble computing the physics on their device
thanks, i’m not really worried about exploiters doing anything with the objects on their client because the position of objects doesn’t really matter in the game. someone COULD teleport a ton of objects to a certain position if they wanted to get a seriously quick time on the leaderboard, but that’s not really a big problem and i don’t think anyone really cares