Should I set a NetworkOwnership to an CharacterModel?

For example, I’m making a character model just like the “Steal a Brainrot” that is inside the ServerStorage and then they walk between waypoint1-waypoint2?

Not just like that game, but other games like Anime Simulator that spawn character models?

Thank you!

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Well isnt they just walk in a straight line?
You don’t really need apply physics to them in the first place.

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Depends on how worried you are about exploiters. Generally, not setting looks the smoothest. You should set it to nil (server controlled) if you don’t want any client to simulate the physics, but it will look less smooth on the client.
If there isn’t a problem, don’t fix it.

It is possible you meant to say you want the character to not collide with certain parts, in this case, you should use collision groups.

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Giving a client network ownership would give them control over the model way too much, just leave the ownership to the server and live with slightly less smooth movement

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Logic wise you wouldn’t do that, all clients should be equally treated, unless the Character Model ties up with a player in some way (ex. Fighting each other, etc). But in this case it would make no sense leaving one player with NetworkOwnership (and the rest of the players are ignored) of the model since the player does not interact with the model in any other way except “E to grab” or something like that.

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@Fietowski @ChiDj123 @Yarik_superpro @Jeremylin080114

Thanks, I appreciate you all for the replies! It was just the models are walking in a straight line and it is not smooth especially in live servers, its spiking. So I thought network ownership would fix it.

I now understand what is the purpose of the NetworkOwnership. But any ideas on why the models are spiking? I am using R15 Models/Rigs with just Anchored HumanodRootPart.

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why wont you just move models on a client?
Its literally makes the most sense.

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Unless you have set the the character models’ network ownership to the server, it’s most likely due to server performance. If the server is handling many scripts with connections, the server might suck at calculating the physics needed to move the character model, making it appear spiky.

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Thanks for the idea! I would try it, I’ll let you know if it’s fix.

Why would he tho, if it’s like “Steal a _” how will he choose the client owner? All players have the same objective in the game.

If some random player has ownership then exploiters will just teleport the character to themselves

Just do validation of where player has interacted with object?
You are reinventing the wheel.

Then you are saying to move it after player has interacted with the model

???
no dude just… :person_facepalming:
You are not thinking the right way.

Then be more clear on your point.

Why would he give some random player out of ALL ownership of a model that all it does is go trough walkpoints?

No i dont.
you did not even read my comments properly.
You don’t give any ownership at all to no one.
Its just a model with anchored root going from a to b.

You do realize if the server owns the character model, you won’t be able to move it on client
And goodluck doing distance checks when the character models real position is at the beginning where as on clients its moving

Interpolation alpha time can be used to calculate it.
You are thinking backwards dude.
Also you tottally can move models on a client; you dont know what you are talking about.

Actually I’m making a game like a Steal a brainrot. Models are inside Serverstorage and I have a script in serverscriptservice and serverstorage that spawn (with a proximity prompt) and move the model to the client workspace folder every task.spawn(3) and then they walk between wyp1 to wyp2.

An exploiter moves the character model in an instant, how is time interpolation going to help you detect this?

server will reject it becouse magnitude is too high?
Maybe its worth attempting to understand the point first before deflecting?