THE PROBLEM
So, I have a soccer ball collision system on the client side, whenever the local script detects the player close to the ball (magnitude checks) , it sends a messege through bytenet to the server, once there it runs sanity checks like if its already possessed and if the player is close enough. Problem is if the player is lagging, the server won’t give the player the ball, or it would be exetremely delayed.
WHAT I’M TRYING TO DO
I’m trying to run magnitude checks for all character limbs, If I do this, higher ping players would have lower ping players calculate the ball collision for them, and it would sort of equal out to who’s is sent first or right, I haven’t fully thought this through, but if this system seems applicable and sensical, please provide me with information on how I would go about running this magnitude check for all clients, and If not, please tell me any problems with this possible solution