Network Ownership Problem (Carry System)

Hi there, so i got a problem with Network Ownershipping

Player Who Got Carried Perspective:

Player Who’s Carrying Perspective:
https://gyazo.com/26f6fe460ec758234f89ab2202563d0f

also it seems that its ok but its not the Player Who Got Carried Perspective character’s is like jittering

code:

	for _, v: BasePart in if mode ~= "Dummy" then carry.Character:GetChildren() else carry:GetChildren() do
		if v:IsA("BasePart") then
			v.CollisionGroup = carryCollisionName
			if (v:CanSetNetworkOwnership()) then
				v:SetNetworkOwner(orig) -- The Player who's gonna carry the knocked players
			end
		end
	end
2 Likes

seems like you are using body movers/constraints to move the carried person which may cause the delay to others, unless you set the properties right which can be hard and might not solve your problem.
Another way to go about it would be to use welds since its always a fixed position for both clients and won’t cause a delay. It could also be safer since the carrier can not modify the position of the carried person with their client in case they’re exploiting

2 Likes

i tried the weld method seems doesn’t work for me,

what happens when you use a weld? please elaborate

can’t jump, the player who’s carrying the knocked player is buggin

have you tried setting the carried rig to massless just to make sure they dont weight down the carrier. You can also try using custom physical properties