Need help client position and server position is different

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I want the client and server position to be the same with the object and the player character.

  2. What is the issue? Include screenshots / videos if possible!
    My object and character position is different in client and server.As shown below
    image
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    image

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I have tried finding different forums related to this but I couldn’t find any. I tried over 2 hours now but I couldn’t find a solution.

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!
Below is not the full script but some part of the script, because the rest of the script is other stuff. This is all in a server script fired by a remote event when a tool fires a remote event from a local script.

local bv = Instance.new("BodyVelocity",Part)
						bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
						bv.Velocity = Vector3.new(0,100,0)

						game.Debris:AddItem(bv,1)
						
						wait(0.95)
						Part.Anchored = true

Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.

It will be differnt everytime it moves due to network limitations

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so does that mean I can’t fix the issue? Because when I try creating a new block to be at the object position it uses the server position and not the same thing as client. Look at the first image that orange sphere is a part that I spawned after the object was anchored and it uses the server position.

Yea it won’t work since theres latency across the network

But when I anchor it and shoot the object with a body velocity, the object gos to where the server point of view is. So I want it to be able to smoothly be seen by both sides

If you want to sync up what is happening on the client and server, you have to do everything on the server and suffer some delay on the client.

For a soccer game, that delay might really bother people if their character doesn’t move for 0.1-0.2 seconds after they press their key for their character to move.

maybe it is easier if I show you guys what I mean. Look here is a video of what happens when the script is fully finished, so right now all this effects and shooting direction is in server script and only the local script fires a remote event.

The reason the ball goes down is because after it shoots i made the orange ball which is the vfx go to ballcframe and weld it.