Is this a noticable delay on knockback? Or no? NEW PROBLEM [UNSOLVED] HELP!

I replicated it but its stil basically the same lag

Changing networkownership is probably the solution

Personally i don’t care for my case use so I’m just gonna leave it as it is lol

This is the chillest and best devforum discussion I have ever seen. Everyone is being friendly and helping each other.

I think you should adjust density of the player, that will change the beginning transition from force to be more instant, if that’s a server to client problem then I suggest assigning network ownership to the enemy’s character for a brief period of time at the beginning.

Are you sure, I think i’m dying eternally right now.

but isn’t network ownership even more security vulnerabilities?

Tried lowering the density to like 0.01 and didn’t work, tried putting the friction to 0 too but it still looks the exact same. It was a good idea though, I was thinking in my head that might work.

I even tried this and the NPC is still not being affected by the force, someone literally used the exact same script as meand it somehow worked for them. I might try using a different rig.

I mean, it seemed pretty chill to me, but it looks like I was wrong.

Unless you think you have an answer, then we’ll be chilling.

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For anyone interested this is the bug, on the client-side it literally does nothing. My theory is that it applies the force to the rig but it doesn’t do anything to it, it instead does things to players in its region.

Its probably just their ping that makes it look smoother, it happens w me sometimes too

Let me go ask oss lol

can you record it with studio settings → physics → are owners shown enabled

Ok i actually have a sort of viable solution I think.

Situation where youre applying knockback to another player:

U would knock them back on YOUR client which would make it not jittery

U would fire their client and then make themselves get knocked back the same distance

This is pretty dumb i think and other clients will still see jitter but it should be smooth for both players’ clients

I think no, not really. So, you should be fine…

I sorta did this already when I tried to do the reverse of applying force to the rig and instead the player, however to actually apply the force to the rig you need to be like reallly close, like touching it. So that creates an issue.

It’s not a big delay? So I should keep it right???

I found a semi fix on this post; there’s minimal delay and stutter because of the server but i mean it looks better IMO and i actually think its better than using debris over and over. pretty sure bv is technically deprecated aswell, so lv is good :+1:

I always used to think lv was smoother too but many people say bv is better even though its deprecated. plus originally I didn’t use either of these, I was using applyimpulse. Which I thought was better because you didn’t have to create a velocity and destroy it over and over.

Im going to send you something i got from a guy on oss when i get home, its rlly cool

This is weird though, someone else used the exact same script as mine (local completely) and it worked for them. Even if networkownership or something else soemhow works it doesn’t make sense. Maybe i’m cursed.