Networkownership of Player's Character not setting to Player's Client

https://gyazo.com/f9785fedaaabcf62a7af96699d8fe1ea.mp4

The networkownership of my custom characters occasionally will set to the server on spawn. This is causing the player’s character to sometimes stream out or have delayed movement. I noticed that moving will set the networkownership back to the client, or anchoring/unanchoring a player’s parts. Sometimes on the client the character will completly stream out even when setting ReplicationFocus to the HRP, but it’ll still exist on the server.

I’ve tried manually setting the HRP of the custom character to the player as the ReplicationFocus but nothing works. It’ll happen on spawn maybe 1 out of 10 times so it’s not consistently happening but causes isssues when it does.

I’ve tried these methods and they do not fix the issue:
– Player.ReplicationFocus = HRP
– HRP:SetNetworkOwner(Player)
– Character.ModelStreamingMode = Enum.ModelStreamingMode.PersistentPerPlayer
– Character:AddPersistentPlayer(Player)
– Using Default Streamin Settings

Game Link: ⭐ Dinosaur Simulator [Datastore Recode] - Roblox

Expected behavior

Everytime I spawn in the player’s character should be owned by the client.

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Can you provide a simple repro place that demonstrates this issue?

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And the opposite would happen in my game, where I set the network ownership to the server and they randomly switch back to the player, I had to make a constant network owner check to set back to the server if it goes to the player somehow.

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