I have an issue with the way the ball movement in my game works I want it to be handled on the client but updated on the server so all Players will see smooth movement
i tried using linear velocity for 0.1 seconds then let roblox do all the work but the issue is it switches from client to server in the middle Which causes the ball to lag and server movement in general isnt smooth
There isn’t an easy way to create smooth motion across multiple remote machines, I don’t think. There are ways to reduce latency, but you should always expect some amount of delay, meaning controlling the motion directly from the server will never be completely smooth.
The hard approach is called dead reckoning, where you visualize the motion on a client and adjust it whenever the “true” motion from the server becomes available.
The smart approach is to design the game in a way that accomodates the natural latency and allows it to function properly without instant communication.