If a client is simulating physics of an object that it locally parented to workspace, the server doesn’t replicate that object’s physics to other clients, even if the other clients also have locally parented the object to workspace. Every client will simulate the physics independently and any moving parts will be desynchronized over every client. I want the physics of objects that are not in workspace (ReplicatedStorage) that are simulated on the client to replicate to other clients as though the objects were in workspace on the server.
I don’t quite understand why you want this, could you elaborate on how this would be useful?
If I desync a client’s state, I want it to stay desynced. I’ll parent the part to workspace from the server if I need clients’ physics to stay synchronized. Clients who don’t need to see the object can desync themselves and parent it back to ReplicatedStorage.
http://devforum.roblox.com/t/local-physics-replication/31332
This would permit local workspaces.
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If you want unsynchronized simulations on the client then create objects that don’t already exist on the server. Clone the objects out of ReplicatedStorage instead of changing the parent if you wouldn’t want its physics to be influenced by the physics of other clients.