Scripting a Basketball System

I’m very curious on how basketball games implement basketball systems.

Say, I attach the basketball to the character with a motor6d and tween its C0 for the dribbling/bouncing. I’ll give the client the network ownership too.

Now here’s the thing, if I want the player to be able to shoot the basketball, the motor6d has to be broken first. This is where the problems come. The motor6d can’t be broken on client so shooting can’t be done on client so there will always be a delay due to latency in shooting, which is unpleasant.

Wonder if there’s solutions for this

What methods have you tried already?

You could possibly create your own ball physics, youd have alot more control over it

What you could try doing is have the basket ball “attach” to the player not by using Motors, but by having the ball repeatedly tween to the player position (roughly) and have a bouncing animation. This way you don’t have to work with Motors, as they can be quite annoying with Client-To-Server interaction, or vise versa. For shooting, you can break the loop and shoot the basket ball wherever the players needs it to go, and when the player picks it up again, fire the loop once more. Hope this helps!

That was my first thought aswell. But I’m not sure how well it would be managed…