Network Ownership Question

I just want to know if I set the network ownership of all the parts in a model to 1 client, kind of like the way Roblox does with characters, will the client be able to change the constraints in the model? I mean the constraints only modify the client sided parts and it would be a hassle for the physics to go from client to server to the same client and then replicate the physics results back to the server to be replicated to the other clients…

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Clients can’t replicate property changes from parts they network own, they can only authoritatively calculate and replicate the physics derived from those property changes or their own application of physics (e.g. creating a constraint). So yes they can if it’s for the part’s physics.

On another note, not all parts have their network ownership set. You only need to set the network ownership of an assembly’s root and the rest of the parts in it will inherit the network owner. For characters the rest of their limbs inherit the network ownership of the HumanoidRootPart.

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Thanks for the insight.
So if I created a constraint from client X for a part that is network-owned by client X then it will replicate the physics from the constraint. But if the constraint is created on the server, then the client would replicate the physics from the constraint as well since the client sees it. If client X changes the properties of the server-created constraint then only the client will see that change.

Another question: are assemblies only connected through Motor6D objects or can you use other ways like welds and constraints?

Doesn’t matter which environment creates the constraint. The calculation of physics is dependent on who has network ownership over the part and therefore authority over replication of the calculated physics per step. Characters are a good example — they’re built by the server but the client is authoritative over their respective character’s physics.

Motor6Ds are still welds so yes you can use other weld types if applicable.

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