Network Ownership on unanchored parts

How can I get unanchored parts to be on the server side and not client side so the parts can fall without a player needing to be near the parts?

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If you know how to please let me know!

You have to set the parts network ownership to nil.

part:SetNetworkOwner(nil)

I put that script on the parts? I also have 5 different buildings and having that script on each part, would that lag the game? (Not all parts unanchored at the same time)

Just use collection service tagging.

for i, part in (CS:GetTagged("Part")) do
part:GetPropertyChangedSignal("Anchored"):Connect(function()
if Part.Anchored == false then
part:SetNetworkOwner(nil)
end
end)
end

Also in the code we check if the parts you’ve tagged unanchor themselves and if they do then we set there networkownership to the server, I have no clue if you have to do that everytime they anchor or unanchor, if you only have to do it once then you could just have it like this

for i, part in (CS:GetTagged("Part")) do
    part:SetNetworkOwner(nil)
end

but I’m unsure on the specifics also if you’re worried about lag I don’t know how the server will deal with all the parts being handled on the server via. network ownership but it may increase the load on the server.

Do you just put that in a script or attach the script to the parts?