So I have a fighting game where there are NPCs that attack you. Some of these attacks cause nake their users dash forward, such as a charge with a sword.
Now if they do one of these dashing attacks when you’re close by, everything looks how it should. However, when you’re a moderate distance away, you can clearly see them rubber banding (which is bad). At a certain range, the physics go wild when they’re moving from janky range to smooth range.
I did some research into this, and the problem is that roblox switches the npcs from server-sided to client-sided at a certain range. There doesn’t seem to be any easy way to solve this, as trying :SetNetworkOwner simply resets back to the server, and there doesn’t seem to be a way to set SimulationRadius.
The solution I’ve come up with so far is to constantly re-weld a part connected to the NPC to trigger the automatic network ownership, but it’s… very crude. Is there a better way to do this before I try this?