I’m doing research to figure out the best knockback method for a combat system, and I think I’ve figured out that server sided is gonna be my best bet, unless this question changes things.
Based on what I’ve read, setting network ownership of player 2 by player 1 will result in player 1 being able to use BodyMovers on player2.
And this will make the knockback seem smooth on the attacking side.
Is this true and are there other complications that I haven’t considered about setting network ownership of another player
Network delay is something that’s always difficult to manage for both players, but the closest and probably best solution we have now is called Rollback Netcode: