It’s generally not recommended to use ApplyImpulse() on a player’s character directly from the server. This is because the character is owned by the client and changing its physics properties directly on the server can lead to desynchronization issues between the client and server.
One alternative approach you can consider is to use a RemoteEvent to send a message from the server to the client, and have the client apply the impulse locally. This way, the client maintains control over the character’s physics and the server only provides the impulse as a suggestion. Here’s an example of how you can implement this:
On the server:
-- create a RemoteEvent to send the impulse from the server to the client
local applyImpulseEvent = Instance.new("RemoteEvent")
applyImpulseEvent.Name = "ApplyImpulseEvent"
applyImpulseEvent.Parent = game.ReplicatedStorage
-- when the event is fired, apply the impulse to the player's character
applyImpulseEvent.OnServerEvent:Connect(function(player, impulse)
-- get the player's character
local character = player.Character
if not character then return end
-- get the humanoid and apply the impulse
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then return end
humanoid:ApplyImpulse(impulse)
end)
On the client:
-- get a reference to the RemoteEvent on the client
local applyImpulseEvent = game.ReplicatedStorage.ApplyImpulseEvent
-- when the event is fired, apply the impulse to the local player's character
applyImpulseEvent.OnClientEvent:Connect(function(impulse)
-- get the local player's character
local character = game.Players.LocalPlayer.Character
if not character then return end
-- get the humanoid and apply the impulse
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then return end
humanoid:ApplyImpulse(impulse)
end)
In this example, the server creates a RemoteEvent and listens for it to be fired. When the event is fired, the server sends the impulse to the client, which applies it to the local player’s character. On the client side, the client listens for the event and applies the impulse locally.
Regarding AssemblyLinearVelocity and AssemblyAngularVelocity, these properties control the velocity and angular velocity of the character’s root part. The root part is the part that determines the character’s position and orientation in the game world. AssemblyLinearVelocity sets the linear velocity of the root part, while AssemblyAngularVelocity sets the angular velocity. These properties can be used to move and rotate the character without directly applying forces or impulses to its parts. However, like ApplyImpulse(), changing these properties on the server can lead to desynchronization issues between the client and server, so use them with caution.