Network Ownership Desync when Player.Character isn't set.

Reproduction Steps
This report contains a basic reproduction place that demonstrates the issue. (This is privately attached, sorry.)

Steps on how to use the reproduction file:
1.) Start a 2 player local session
2.) On each client press space to spawn a “character”
3.) Move each character slightly apart from each other and let them sit for a while. They will eventually fall through the baseplate on each others client.
4.) You can toggle the variable repro in ServerScriptService.Example to observe the issue doesn’t happen when you set Player.Character on the server.

Affected games:
https://www.roblox.com/games/292439477/Phantom-Forces
https://www.roblox.com/games/254965063/Phantom-Forces-Console

Expected Behavior
The characters shouldn’t fall through the ground and should be stationary like they are seen on the server view.
This was the behavior observed for the past few years while this system was in place.

Actual Behavior
The characters after a variable amount of time eventually fall through the ground.
Though the server shows where they are supposed to be.

Workaround
Our only real work around is to set Player.Character on the server, but that brings the possibility for the player to alter and replicate changes underneath their character.

Issue Area: Engine
Issue Type: Other
Impact: High
Frequency: Often
Date First Experienced: 2021-07-22 13:07:00 (-06:00)
A private message is associated with this bug report

4 Likes

Just wondering for replicating the issue, is the Player.Character set on the client, just not on the server?
Also, not sure if this would help but forcing the network owner to nil on the players sounds like it might stop the clients from trying to take over and cause issues, unless you’ve already experimented with that.

Hi, thanks for the report! Are you still encountering the issue?

Nope, the flag was reverted the night of this post.

If this issue is still occurring, please create a new topic for us to look into.