Parts with NetworkOwnership are buggy when RopeConstraints are connected to them

I don’t think this is a problem with my code as I believe this is actually a bug. I also haven’t been able to find a workaround for this yet.

In the video below, I connected a rope from the hammer to a part above and you can see that it works perfectly fine on Player1’s screen, but on Player2’s screen the hammer is just frozen in mid-air.

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We’ve filed a ticket into our internal database for this issue, and will come back as soon as we have updates!

Thanks for flagging!

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Hi! Do you have a repro file that we can use to look into this issue?

Thanks!

Hello, sorry for the late response as I haven’t been on DevForum lately.

After some more testing with this bug, I have managed to make a simple way to reproduce this bug.

Here is a repo file:
rope constraints and network ownership.rbxl (56.0 KB)

(The network owner is set to Player1 of the server, who has a UserId of -1)

In the video, both parts seem to only move on the client when the cube is moving, and those movements aren’t being replicated to the server.

Thanks so much for the repro! I’ll take a look and follow up soon.

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Hi,

Thank you for providing a reproduction file. Looks like the core issue is creating the RopeConstraint only on the client. In this particular situation, everything seems to work fine if you create the RopeConstraint on the server and then assign network ownership of the parts to the player. This order of events ensures that the server and client have the same knowledge of the mechanism and replication is able to work as expected.

Let me know if this will work for your application. Thanks.

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Hello, I wanted to let you know that moving the RopeConstraint to the server now actually replicates between both sides as expected. Thanks!

I think one of the reasons why I created it on the client in the first place (I coded this a long time ago) was probably because of server to client latency, but it doesn’t seem to be that bad after trying it with RemoteEvents.

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