What do you want to achieve? just get accurate cframe of the player
What is the issue? when the player is walking and fire remote event (the remote event gets the position of the hum root) but its a bit off li
What solutions have you tried so far? i cant think of solutions
so when i fire the event and the player is walking i am anchoring it from the server then save the cframe of the root BUT after i use it it is slightly behind the player
the code is just setting cframe of the camera from a server script using client event
Well, for something of a cutscene, you probably shouldn’t have a server side element to begin with. Keep it client sided and you won’t have to approximate anything.
If I understood correctly, you’re sending the position of a player’s HumanoidRootPart to the server using a remote event, and the player isn’t necessarily standing still when this is done.
The reason the position appears to lag behind is, well, because it is lagging behind. Sending the position to the server takes a small amount of time, during which the client could have moved maybe 1/10th of a stud.
The only way you can get the accurate player CFrame without delay is take the server out of the equation, which might not be a desirable solution. You could also extrapolate the position as @HumanMop said, but of course the result is always just an approximation.
I guess you could do sanity checks on the server side during a server-wide cutscene to make sure nobody misbehaves while it plays out if it is really important that nobody skips
so i was thinking (probably bad) add like wait in the server and fire it at the start of the client sided cutscene and people cant skip the time BUT the problem is it wont be accurate