Locally created parts messing with server sided proectiles physics?

Honestly, im not sure of the direct issue, but for my basketball game, ever since I added locally created nets, its been messing with the ball. The nets are created from small parts and rope constraints. As said, they are created locally, so they should have absolutely no effect on the ball. Sometimes after he shoots, the ball returns to the owner. I have made sure to set network ownership to nil after shooting and added a debounce. This didn’t happen before adding the nets, so it is incredibly weird. If anyone is able to help me, I would really appreciate it.

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Could provide the script for the ball shooting thing?

the whole thing is a lot to input into here but its just egomoose’s projectile motion

is egomoose’s projectil thing client based??

no it is not, the velocity is all done on the server

I think the raycasting is done in the client which might be the problem

theres no raycasting involved, its simply setting of a velocity

Can u send a link of the script ur using

Must be the network ownership.

Usually the server doesn’t calculate the physics by him self, it actually uses the closest client to update the physics, and since the client has parts that are not in the server, it will take them in considuration

Since I’m already setting the projectiles network owner to nil after launching it, how else would I go about fixing this? Thank you for responding btw

I could just screw the idea if I don’t figure out a solution but if you have one I would love to hear it

You can also make the projectile to not collide with the parts? That would probably be a better idea

Yes, I can very well do that but I heard another developer who is well known do the client thing and it seems to make the physics a bit more appealing, but tbh you’re right

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