I recently learned about the setNetworkOwner method. I’m currently working on a game that deals with unanchored parts almost exclusively. I don’t have a lot of issues with lag but this method was interesting to me.
Is it possible to use this method so that a client can create an explosion instance instead of the server? Currently whenever I need an explosion to be made, the client tells the server and then the server just does it. I was wondering if I could instead set the networkOwner of the explosion to the client that would otherwise be requesting the explosion.
My assumption is that no, this wouldn’t work, and instead I would need get Explosion.Hit and set all of those effected parts networkOwners to the player that requested the explosion.
I hope this makes sense. I’m pretty just typing stream of conscious right now.