Network Ownership breaks VectorForce and Torque

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

1 Like

add a script in the part which sets the network owner to nil

Thanks, i did that and it worked for the model, but for the player there are still issues with physics and owner ship. More specifically, when the player is in the water, the buoyancy forces do not act on the character, no matter how big, if the player hasnt “jumped first”. The ownership also breaks if the HumanoidRootPart is massless.
My workaround for now is setting the players humanoid Platform stand property to true while the player is in a body of water

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