LinearVelocity acting janky on the client

I am trying to make a dash ability for a boss fight in my game.

The issue is, when I use LinearVelocity to move the boss in a specific direction for an ability, it acts all clippy and weird on the client but works perfectly fine on the server.

I’ve checked the physical properties of the character model, as well as changing the values around, but I’m not sure what causes it.

Desired effect (server):

Result (client):

Help is greatly appreciated, thanks!

It’s probably simply replication lag with the physics, I haven’t ever made boss fights but you could try doing all the animations and physics client-side, and then leaving the server to just handle sanity checks (to stop cheaters) and whatever else the server does.

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This is because of Client-Server Replication. In other words, it’s because of your high ping.

I think @TestyLike3’s solution could work, but if you don’t want to make the enemy (possibly) look laggy/janky in the server, then I don’t think you could do anything about it other than having lower ping.

I forgot to mark this as solved, but for whatever reason switching the linearvelocity out with a lineforce caused it to work perfectly. Weird.

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