Make SetNetworkOwner(nil) stick?

I have some parts that I spawn in that cannot interact with the player in any way.
eg: A ball that spawns and falls to the ground
I want the ball to be completely owned by the server.
They have no collision with the player collision group, so there is no reason for the players to ever own it.

However, even if I set SetNetworkOwner(nil) on these parts when I create them, they appear and then “warp” weirdly, I think because they get immediately get assigned to a player and “pop” back in time as ownership gets transfered.

Any ideas?

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when you set NetworkOwner(nil) it’s owned by the Server

You can try setting SetNetworkOwnerShipAuto() to false tho

I’d try to use a localscript to manipulate the ball/parts to confirm your theory. You could also use GetNetworkOwner.

You may way to look into [Get | Set]NetworkOwnershipAuto.
https://www.robloxdev.com/api-reference/function/BasePart/SetNetworkOwnershipAuto

I thought setting an owner disabled auto

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