Player in correct position on their own client and on the server, but not to other players

I originally posted this in Game Design Support, but I think the problem fits here better.
Basically, I have this script on a part that’s welded to the player, and it runs on a serverside script.
local tween4 = tweenService:Create(clone,tweenInfo,{Size = Vector3.new(12,8,12)})
tween4:Play()
All it does is tween the size of the part, and it works totally fine. The player can move perfectly fine on their client, and they also show up in the right spot on the server. But when I do a local multiplayer game in Studio, Player 2 sees that Player 1 stops moving entirely while the tween is playing. Player 1’s animations are still playing, but they aren’t actually going anywhere. What’s happening here? I can’t just get rid of that tween, since it’s important for the effect I’m making.

Edit: Here’s a file of a place I made with just the effect: Other Player Issue.rbxl (25.4 KB)

2 Likes

Bumping this, cause I still need help.

What’s the script and are there any errors in the output?

I can get the full script when I’m back on my computer, but I’ve already tested that when I remove the two lines I stated above, the issue doesn’t happen. There were never any errors in the output either.

And what is the clone that you are tweening? Maybe that could have something to do with the bug.

The part being tweened is an invisible part with two SurfaceGuis. While the effect plays, it’s cloned every 0.45 seconds, and each clone is destroyed after 1 second. The script is inside those clones.

This is the piece of script that makes the clones:

repeat
local clone = script.Parent:Clone()
clone.Name = “Clone”
clone.Script:Remove()
clone.SurfaceGui.MainLabel:Remove()
clone.BottomGui.MainLabel:Remove()
clone.Parent = script.Parent.Parent
wait(0.45)
until not happening

And this is the script inside the clones themselves:

local tweenService = game:GetService(“TweenService”)
local tweenInfo = TweenInfo.new(1,Enum.EasingStyle.Cubic,Enum.EasingDirection.Out)
if script.Parent.Name == “Clone” then
local clone = script.Parent
local tween2 = tweenService:Create(clone.SurfaceGui.Circle,tweenInfo,{ImageTransparency = 1})
local tween3 = tweenService:Create(clone.BottomGui.Circle,tweenInfo,{ImageTransparency = 1})
local tween4 = tweenService:Create(clone,tweenInfo,{Size = Vector3.new(12,8,12)})
tween2:Play()
tween3:Play()
tween4:Play()
wait(1)
clone:Destroy()
end

This usually happens when you tween models. The model moves wrong very often. I don’t really know what to do, cause I have the same problem.

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Bumping this again. This might just be a Roblox bug, honestly.

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It could also be latency, but if the issue is large enough I would seek higher support.

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Another thing, do you know how the server’s performance is doing? Could possibly be some script that’s running a resource-intensive loop.

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Would I look at the memory usage in the Developer Console for this? When I play local multiplayer, the server’s using around 1000 MB. Not sure if that’s good or bad, to be honest.

I would post a bug report about this, but I’m not at the level where I can even post in Platform Feedback. I’ve created a very simple game with only the effect, and the problem still occurs. Maybe you guys can take a look at it and see if you can find anything. Other Player Issue.rbxl (25.4 KB)

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Bumping again. I feel bad about bumping so much, but I really need help with this.

Bumpity bump… bump bump bump…

Bumping one last time before I just find another way to make the effect.