Im currently developing a player culling system that works in conjunction with my zoning system. The goal is to efficiently manage which players are visible or active within a specific region of the game. However, Ive encountered a significant issue during this, when I attempt to reparent a player’s character from its hidden parent back into the workspace the player becomes temporarily desynced. This desync persists until the client sends some kind of update to the server, such as through player input or character movement. In other words, the server doesn’t seem to fully recognize the player’s state change until it receives fresh data from that client, which creates a short but noticeable delay in synchronization, how can I go about fixing this?
Just use streaming enabled, vro
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