LinearVelocity not moving smoothly on Client vs Server

  1. What do you want to achieve?
    This issue would be solved when there is a smooth flow of movement displayed consistently on the client side when adjusting the size on a part moving with a LinearVelocity.

  2. What is the issue?
    Whenever I adjust the size (X,Y, or Z) of a moving part (moving with a LinearVelocity), there is a delay in it’s movement and it freezes for about 1/4 a second. It is only client sided, I have found that out by changing the size from the client vs the server. I’ve tried the same issue on the server side and it is completely smooth.

To re-create the issue, insert any BasePart into a flat baseplate and insert a LinearVelocity and insert an attachment into the part. Set the LinearVelocity “Attachment0” to the attachment and set the VectorVelocity to (10,0,0). Spawn with your character and change the size of the part and it should freeze for a moment and then continue moving. (I used a trail for some other use).

  1. What solutions have you thought of so far?
    I’ve tried to set the network ownership of the part to nil and it didn’t help. I’m not sure of any other solutions.

I hope someone can help soon, this is detrimental for my game’s entire gameplay.

Why are you even trying to change a part’s size client sided?

I don’t really know any solutions, but an idea I had in mind was to make the moving part massless and/or have no collision.

If they don’t work, you might have to use a different mover.

(I don’t have time to test it so here is what I got)

Based on my testing, I was able to reproduce your issue… and i was able to solve by doing this: When you change the size of the part you are increasing its mass, in doing so, you need to increase the MaxForce to compensate for the increase in mass. Changing it from the default 1,000 to lets say 10,000 solves the stutter for me immediately.

Give this a try and see if it helps your situation.

did you ever manage to fix this?

Did you try my suggestion? . . .

yes, it didnt work. I eneded up going back to bodyvelocity for now.

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