Issues with network latency

I’m trying to make this swinging mechanism where monkeys go on a branch and can swing back and forth.

The problem is, I’m using a motor hinge constraint to do this and im editing it on the server. Whenever the client tries to go back, forward, or jump off the branch, they would be firing to the server.

I think this would have a massive impact on performance as I would be firing to the server in a heartbeat when tracking if they are holding down a certain keycode.

Video sorry for obs

Everytime I move, I’m firing to the server. I’m considering my best option is to use a RunService.Heartbeat and check for which key is down. When I do that, I will fire an UnreliableRemoteEvent to the server to make it somewhat performant. I still feel though that this will not be performant.

Any suggestions?

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use a motor hinge constraint not on the server :huh:

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I want everyone to see whats happening to the player though when they roll around the branch though.

I got flinged, dunno. Well my angular velocity was like 2142 so I’ll definitely limit that.

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they should see it, the player’s CFrame replicates to the server from the client
(same with animations, that you can just play on the client and they replicate)

What if the player just decides to exploit and yeet themselves.

if you’re arguing about editing the hinge constraint on the client, they can just add their own local hingeconstraints anyways, but what would even be the point if they can just modify their position locally and teleport anywhere :man_shrugging:

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