Hi all,
I am having trouble with the use of attachment physics in the case of replicating attachment physics constraint behavior to the server from the client. What I am trying to accomplish is a moveset (roll, dive, long jump, etc…) using attachment physics in place of a custom humanoid setup. It uses two prismatic constraints in tandem (which are children of two parts in an assembly that is placed in the character from replicated storage) and works really well on the client, but I made it without considering replication and now the player awkwardly teleports around on the server side.
To remedy this, I created a server script that clones in the assembly instead and sets network ownership of the two parts, but this results in the movement being extremely inconsistent, where most of the time forces applied don’t move the character at all. Since it still works normally in a regular studio test, but erratically in a server test or in the real game, I speculate that this is a network ownership problem.
I am aware of some possible solutions that would take time to do. One of which is replicating to other clients instead; but I have never done something like that and am hoping there is an easier way to keep using this system.
TL;DR: Prismatic Constraints are cloned into client from server, network owner is client, changes are applied and replicated to the server but behavior is off in multiplayer testing. Do I need to change the network ownership in some other way?
Feel free to ask me for more information, but I may be slow to respond.