I recently realized that if objects are owned by the server (network ownership) and moved using Roblox’s physics thru the server, they start to slow down if the server starts to do a lot of calculations in other places.
How do I fix/compensate this? Would it be better to have those objects on the client instead?
I have this magnificent helicopter that flies around the map but unfortunately it’s absolutely ruined when there’s AI Humanoids running around the map.
There’s different paths depending on the map, size, etc.
That would easily outcome to over 25+ different animations. Plus there’s a ball and socket contract with the cargo load that I want to keep, which can only be done with the natural physics on this game.