Lag spikes in multiplayer game with physics using SetNetworkOwnershipAuto

Well the dummy table is just used to sort the original table by giving it a copy of the original, if you want to see which method is better you can try both and see what performs best!

Okay I will do some research, thank you for your help!

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I’ve started a new thread about this here- Best way to handle ball mechanics to prevent lag in a mulitplayer game?, I’m afraid it’s still not completely resolved.

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