This question may seem simple at first, but the DevHub’s documentation provides no information that I can find.
say you have a Sphere part with a BodyForce inside it, and you want the player to be able to control it, Normally you would give the client access to the physics calculations with:
--Server script
part:SetNetworkOwner(player)
--LocalScript
part.BodyForce.Force = Vector3.new(SOMEVECTOR3)
However, if I do not want the Player to control how fast the part can move, that no longer becomes viable, as they can just give themselves a huge push the moment they gain NetworkOwnership.
Is there a better way to give the player control of the sphere? Or can I use NetworkOwnership in a different way to prevent them from increasing the speed of the ball crazily.