Replicating Client Side Physics

Say I have client sided objects and I’m moving them around on my client with the use of vector forces and various other body movers. There are no objects on the server. Other clients have replications of the same objects as I do on my client. How am I suppose to accurately replicate physics of these objects on their clients?

You could set the network ownership of the unanchored part to the client who you want to control the part using :SetNetworkOwner() on the server.

Here’s an example:

Part:SetNetworkOwner(game.Players.PlayerName)

Edit: This allows things like the part’s position or rotation to replicate to the server

I literally just said there are no objects on the server…

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You have to use remote events to send updated data from the client. The server can then send the data through remote events to each client. The server is always the middleman when it comes to client-client communication.

Use remote events and set the network owner of that object to the server.