Loading issues with motorized hinge constraints

  • Note: This is my first post on the forum. I’d like to know if my problem is clear and whether there is any information missing. Any feedback is appreciated. Thank you!

Hey all,
I have an issue regarding hinge constraints whose ActuatorType are set to “Motor”.
They stutter when a player gets near them. I’ve added a video showing this occurance.
What I want to achieve: The metal pillars should spin at a synchronized rate at all times.
What happens: When a player runs twice past the pillars, they start to stutter when that same player approaches them from a small distance.

It may have something to do with the pillars being loaded on the server and not on the client, though my knowledge regarding this topic is scarce.

I am unsure if this is related, but it could be that the Network owner of the parts is changing once the player gets too close?

Perhaps try to make a script that goes through each descendant/child of workspace and if it has a hinge constraint inside of it, set the part’s network owner to nil, so it’s always being done by the server and will ensure the network owner will not change even if a player is close

Hello!
This solution has worked. I’ve used tags instead, but nevertheless it works wonderfully. Thank you!

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Anytime! If you hae anymore issues don’t be afraid to make another post!!!