Hello! I was wondering how can I stop one player from lagging when holding something with another player in my game. Here is an example of one player (the smooth one)
and here is the other player (the laggy one)
both of these are in the same server.
If you need any more clarification on anything, I would be happy to provide it!
Try using setnetworkownership, give the ownership of the laggy character’s humanoidrootpart (the person who is being controlled by the other player) to the player who is controlling them.
This seems to have fixed my previous issue, but now, I have a new one where the other player looks like they are lagging, but on their screen they are not lagging at all. Check it:
One thinking the other is laggy
The player who is lagging obviously not lagging
The player looks laggy on the server too, by the way.
Ohhh, try setting the network ownership of the model’s primary basepart to the server because I’m assuming one of the clients own them. Causing the jitteryness.