Keep NPC's movement in real time for the client, but don't allow it through client-only CanCollide doors

I’m currently working on a script that makes an NPC chase you(Humanoid:MoveTo() is used for movement). In order to make sure you can see the NPC’s movements in real time, the network ownership for it is set to the client. Although, this means that they can pass through doors that are non-collidable for the client only. Is there a way to work around this?

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