Projectile lag help

  1. how did you come to this conclusion. 2. what are you even talking about… TweenService is quite unrelated.
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You are using loops to create a “smooth” pass to another character. Thats why its not smooth. Tweenservice doesn’t need loops and its way smoother than using loops to position something. Its really not unrelated because it can be used to position parts, colors and etc smoothly. :confused:

This is completely unrelated, tween service is useful in some cases, but it is definetly not in this case, where the target may be updating, and also loops do not create a unsmooth transition, you just have to know how to use them right.

RunService.RenderStepped()

If you know what your doing renderstepped can make animations just as smooth as tweens, with more options, you could use springs, so do some more research and look into what his actual problem is, before commenting.

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They are definitely laggy in this case. No doubt about it. Sounds like you guys don’t know what i’m thinking about and trying to say.

I’m not using loops? I’m using simple setting of velocity. I don’t even have a renderstepped. This has nothing to do with how it’s firing it has to do with its network ownership. Thank you for the help though.