Replication problems with Humanoid:MoveTo()

I’m trying to make a very simple game where players must roll dice and then their characters will move according to the dice roll.
It’s working fine on some ends, but some clients don’t seem to be replicated to properly as some characters are appeaing way outside of where they’re supposed to be.
This is one of my accounts in which characters are being replicated properly:

This is another alt where players are being incorrectly replicated:

Not sure what exactly is going on here, has anyone else ever had similar issues?
Thanks!

If you need any more information please ask!

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Some more information, all players controls are disabled, they are controlled by scripts.
image

From the bottom image, it almost looks as if the players are being controlled by a weld.

Are you utilizing any welds or constraints??

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Nope there are no welds or constraints being used at all.
Thanks for your response

I’m not really sure what might be causing the problem. I mean, as an alternative to:MoveTo, maybe you could use TweenService and tween players’ HumanoidRootPart CFrames to the goal end position.

Just something to try :confused:

If you could post some of your client/server code, I could check that out as well.

This is the code segment which handles moving the characters:

It’s in a for loop as the characters need to move along with the board and not skip squares.
There is no client scripts which handle movement as it’s done from a server script.

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Remember that clients have network ownership of their characters. If the above solutions don’t work, try moving the Humanoid:MoveTo() command to a LocalScript and fire it with a remote event.

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Sounds like this could be the problem, will give it a go!

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Okay so, I implemented this and it didn’t fix the problem, however it did make player movement much more smoother so thanks alot!.

I made a change to the main script where when the game is started sets the position of each player to the first square (previously it would do this when a player joined), and it has seemed to fix the problem!

Thanks for your input everybody.

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