Can you disable it yourself in a script?
I know that there was some weird Humanoid stuff in the past where it gets re-enabled. Does resimulation somehow re-enable it every frame?
Can you disable it yourself in a script?
I know that there was some weird Humanoid stuff in the past where it gets re-enabled. Does resimulation somehow re-enable it every frame?
Yes, we can disable this ourselves in the script.
The most important issue - with VectorForce - has been resolved. Everything else is minor inconveniences that aren’t difficult to fix myself. Thank you!
@Khanovich I wanted to mention this here to, I found a strange occurrence/bug with server authority when 2 players in different regions/country attempt to play. Let me know your thoughts on this one!
Link:
https://devforum.roblox.com/t/server-authority-desyncing-lag/4732579
Hello,
I am running into a issue with my racing game utilizing server authority. I found When you play with people who are nearby, or at least in the same country the game functions as normal.
Here is how is looks normally:
However, I found when I player with a friend who is in Australia (I am in American) we get the following results:
Australian player was host of the server. You can’t tell by the video but when I am pressing left or right the inputs are slightly delayed. The Australian player is chopping on my screen, and I am smooth on my own screen.
For the Australian player he is smooth and has not input delay, and my vehicle is smooth as well.
Here I am the host (American) and we can see I am smooth and the Australian player is smooth as well. I also have no input delay.
On the Australians screen I am choppy, and he has input delay.
I want to note the collision for the vehicles is properly working, so server authority is doing it’s job. I just find it strange for players that are far away or out of the country playing with each other get these results.
I cannot seem to open the pause menu, it just opens the quick open instead?
EDIT: Just disable studio settings to respect studio keybinds while game is in focus. ![]()
Okay so, what does this purple line shooting off into the distance mean?
I’m curious as to how server authority handles client side only objects. I tested with a humanoid model that I cloned out of ReplicatedStorage and parent to workspace using a local script. I made the humanoid chase my character and it chases like normal but gets its position reset when it touches my character model.
The server does nothing. Changes on the client do not replicate to the server, only inputs do, so as far as the server is concerned, whatever you cloned and parented doesn’t even exist
If the server is not doing anything, what’s causing it to snap back into position? I know the object doesn’t exist on server so it should continue following the player on client but it keeps snapping back into its starting position.
This does not happen outside of server authority.
Did you make sure to turn off EvaluateStateMachine on the Clone’s Humanoid and make all the parts of the clone non-collidable?
Im having an issue with Instance stitching for fast projectiles. Rollbacks seems to temporarily alter Instance.PredictionMode (set to On via RunService:SetPredictionMode), causing the projectile to teleport back and forth on the client for some moments. Also causes spamming of the error
Part Part is not parented to the Workspace or a WorldModel. Ignoring it for physics step
Here’s my bug report, I believe its relevant to bring up here:
(watch the 2nd and 3rd videos)
I know that saying “Just do X” when you’re having a problem with Y isn’t great, however for a fast projectile, you shouldn’t be stitching instances at all, It’d be better if you just fired an invisible hitbox and made every client create their own client-sided model that follows the hitbox around
The whole point of server authority is having client-side prediction. As shown in my post, the only problem is that the prediction mode for the projectile is changing when it shouldn’t , which is a bug in the engine. Otherwise it’d work great
And I can say without a doubt this is one of the coolest features I’ve had the absolute pleasure of testing since the early stages! Well done to you and the whole team ![]()
Hey, I managed to get my animation working with Server Authority, I believe.
My approach is to calculate the attack’s current frame from the simulation clock. If Server Authority causes a rollback, I get the corrected attack frame and move the animation to that frame so the animation stays synced with the simulation.
My concern is that when I turn Server Authority off, playing the animation normally from a LocalScript works fine. When I turn Server Authority on, it doesn’t seem to work the same way.
Is this expected behavior with Server Authority? Does Server Authority change how client-side animations are handled because animation state is being predicted and rewound during rollback, or am I approaching the animation syncing incorrectly?
From my experience, it’s easier to have all animations client-owned and have playback determined by server-authoritative or predicted values. Suppose we have a character swinging a sword, every simulation step, listen for what state the character is and play the specified animation. This works best with animation graphs, where you can actually pipe a string into a select that will automate this entire process for you.