Ive been trying to make a game with the new server authority, and i thought today id give it yet again another try since its now released, but nope, still barely works
tried to setup a custom character and then setup the camera subject etc and it only works 10% of the time when you hit play, i tried waiting for camera even loop setting it, nothing, but if i close down studio and open it, it works first try, and then stops workings again after the next playtest, what is that all about?!
i wanted to make a render player with smoothing to avoid any jitter so i use setnetworkprediction to off and gave player ownership of the part, now i try using alignpostion and alignorientation to smoothly move the visual parts to the server parts and that dont work either, it works when i first load studio, then it just stutters and jitters behind, network owner is showing that i own it, but clearly i dont, this has been nothing but frustration, why release something that barely works at all.
anyone else having any issues, if you came up with any solutions to these problems let me know, thanks.
Sounds like a mix of Studio bugs and networking setup issues.
For the camera/custom character, if reopening Studio fixes it once and then it breaks again, I’d suspect a Studio/playtest state bug or an initialization race. Make sure the camera is set from a LocalScript after CharacterAdded, after the camera exists, and after the subject part exists.
For the smoothing, I wouldn’t use AlignPosition/AlignOrientation for a visual-only render player. Make the visual model client-side/non-collidable and interpolate it locally toward the real server character. Also, turning prediction off can make jitter/delay more obvious, so that may be working against you.
I managed to fix the camera but still had no luck with making a visual player, ive tried cloning ive tried networkownership ive tried runservice loops, for some reason setting a loop to send an attribute on server wont work correctly on client, yet another bug, it updates only once on the client but if you check server you can see it updating, yet im setting the value on the server so the client should be replicating it but its not
After more testing ive realized something that may be why i cant fix the jitter, no matter what i do when i set the prediction mode to off and i check the prediction mode, its set to authoritative, i tested this on a part in the workspace and it set it to none, but wont work for my render character for some reason
I see. If the prediction mode keeps reverting to Authoritative only on the render character, Roblox is probably overriding it because that character is part of the server authoritative setup. Network ownership won’t necessarily change that.
I’d make the render character completely client-side and move it with PivotTo/CFrame interpolation on RenderStepped, instead of using physics constraints or server attributes. Keep the real authoritative character hidden underneath. If a local-only clone still reports the wrong prediction mode, make a minimal repro and report it as a bug.
I managed to get something working but even if you have something and clone it from replicated storage on the client, it still forces the part to be authoritative, mainly humanoid parts like torso legs and primary part etc, even when the server has no idea it exists, which is a bit confusing