Question regarding vase push physics

So I have an interesting situation.

I have a vase object, in which players can push over. It is made of numerous individual parts as it will have a shatter effect. By default, everything is welded and anchored in place until the object is interacted with. At that point, the server hands off network ownership to the player who is pushing it over for physics handling.

However, there’s a couple of things here. For one, I can’t set the network owner of the model while a part is still anchored (it’d be ideal if the object could remain locked until the client receives the request to start animating it, so the model doesn’t fall over or something due to latency.) Additionally, because of the server owning the welds already created in the vase, even if the client removes those, the vase shards still remain locked.

If I leave it to the client to weld the vase parts, then the vase will shatter immediately when the server attempts to give ownership of the vase to the player (because the vase will have to be unanchored. And if the vase isn’t welded together, it will fall apart.)

It seems my only option is to have the server handle the physics, but this is undesirable and there’s noticeable delay in when the vase falls and shatters, not to mention possible performance costs as well.

I’m sort of at a loss with what to do here. I’d appreciate any feedback. Thanks a lot.

You may be able to:

  • Clone the vase on the client end
  • Parent it to the original vase’s location
  • Delete the original vase (DELETE ON THE CLIENT SIDE)
  • Carry out the physics on the cloned vase, which is client side.
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Thanks for the advice.

However, I would then need to replicate the newly made vase, which would cause the issue to loop again. :frowning: