While working on a custom buoyancy system today, i ran into a weird problem, the automatic NetworkOwnership breaks my buoyancy physics when the Network owner is a player instance. Everything works fine on the server. The video below shows my avatar bouncing up and down in the water (the player character is network owned by the client) and next to me a floating block (owned by the server at the start).
At some point i get network owner ship of the block and it starts bouncing uncontrollably like my avatar.
The block is a floater basepart with three forces applied to it, a VectorForce buoyancy force, a VectorForce linear drag and a Torque angular drag.
Any help or feedback would be much appreciated