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 ?
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.
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