I have a walking NPC. I manually set its Root Part’s network owner to the server, in order to avoid stuttering. However, when I get too close, it stutters. I am using a printout to see the network owner, and it appears that when I got close, it made me the network owner (when I get far it reverts).
My code is (on the server): root:SetNetworkOwner(nil)
Network ownership will always go to the nearest player when set to nil. It will only stay somewhere specifically when you set it to a player. I believe that the only way to solve this is to set it to nil over .Stepped (which I believe runs before physics calculations, may have to double check that).