Replicating rope physics to beams

Hi! I am currently making a swinging system for fun!. My system relies heavily on constraints, more specifically rod constraints. But I would have to send a remote to the server, which is not efficient in my opinion, and can cause performance issues. Is there anyways I could replicate the physics on the client ?

My current system: https://gyazo.com/e40f5496abdc94ecff1fbb77a59bc7a0
I know that it looks fine, but I really want to just handle the physics on the client. How would I apply the same physics that rod constraints has to beams ?

Any help is appreciated !

You shouldn’t have to do this, as by default the player has network ownership of their own character. Any physics on BaseParts they own will be calculated on their computer.

What do you mean? Do you mean a Beam instance?

The reason I chose to create the rods constraints on the server is, whenever I create it on the client, the player is just stuck in mid air

Yes, it is beam instances, but I am pretty sure beams are just aesthetic, it has nothing to do with the physics itself


This might be something helpful.

Anyway,

If you want to create a beam on the client if that’s what you want, you could do something like:

-- This is on the client
local Beam = CreateBeam()
ReplicatedStorage.CreateRod:InvokeServer() -- A remote function
Beam:Destroy()

Sorry, I can’t understand what you want. Could you please elaborate a bit?

I am currently in need of either making the rope constraints work on the client. Or simulating the physics of the ropes on the client. Though, after some researches, I am pretty sure finding a way to make ropes work on the client is more viable and easier

I think I may have found a solution to this problem. It is rather simple actually. The rope was previously parented to the players right hand, all I did was parenting the rope to the humanoid root part, it seems like it is working, I am unsure