When network ownership of a part is set to “auto,” the server can determine which player (or the server itself) manages the physics. However, it appears the server doesn’t recognize when a part has been replicated to the player. This issue happens when a part is placed inside the server camera or if parts haven’t been replicated to a player due to streaming.
In the video, you can see that the issue begins to occur after playing for a while. If the parts are parented to the workspace, the issue doesn’t happen because the part is replicated to the player.
while task.wait(1) do
local part = Instance.new("Part")
part.CFrame = CFrame.new(0, 50, 0)
part.Parent = workspace.CurrentCamera
task.delay(10, function()
part:Destroy()
end)
end
Expected behavior
I expect the server to not give ownership to players who don’t have the part replicated