Linked Sword is too reachy

A while ago I decided to make a sword for my genre, everything was alright until I played other sword-fighting games and realized that my sword is too reachy. Basically, the problem is that on 1st player’s screen everything is alright, and on the 2nd player’s screen the 1st player is far away from his body and still damages him. Any ideas on how to fix it? I tried magnitude, either it just didn’t work, either I scripted it the wrong way.

If it would be easier, you could provide a non-reachy model of the sword in roblox library and I will just replace everything there to fit my sword.

No, it’s quite simple, that’s replication delay (ping plays a huge role).

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No. You didn’t get me. In other games I have the same ping, and it works perfectly fine there, but in mine it is reachy.

Games handle it differently, hybrid hitboxes, big server hitboxes, etc…

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But then, is there a way to fix it?

Im pretty sure its caused by ping because every game I’ve made some players appear farther behind me than they really are. I noticed this the most in my basketball game when they went for a steal. I would try just adding a hitbox part and making it shorter than the actual blade to combat this.


Its pretty much unavoidable from what I know since its caused by ping and replication lag :confused:

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You can’t fix something that isn’t broken.

If you are connected to a server far away from your country or region, it’s on you.

Only way to prevent it is trusting the client, which gives power to exploiters and laggy players.

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