Stop Client-Side Movement from Replicating to Server?

I’m trying to make a first person system. Basically, to achieve vertical movement of the camera, I use the player’s MouseDelta to change a custom character’s Motor6D offsets. The Motor6D is a joint between the Torso and the Head. (Basically whenever I change the Motor6D.C0, the head tilts.) And I do all of this via a Localscript.

But then, this happens: (In reality the camera is VERY jittery, but due to the FPS this video was recorded at, it only captured a tiny fraction of the jitters.)


The camera becomes jittery.

I am almost sure that this happens because:
By default, any CHARACTER part you move via a Localscript, the movement replicates to the server. So, since I move the Head via a Localscript, the movement replicates to the server. But of course, the server and the internet have some delay, so there’s a delay between those two position changes happening on the Client and the Server.

That’s the source of the camera jitteriness (i think).

So, my question is:
Is there a way to stop the movement of the head from replicating to the server?

I’ve tried messing around with Network Ownership, but I got no success. I’m still new to it.

Any help would be appreciated, thanks.

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Nope, this should only apply for physics and the deletion of limbs but not for Motor6D C0 joints.

You can confirm this by copy and pasting the scripts online which make the head or arm look/point at the mouse via C0 or C1 and you’ll see it’s client only unless remote events were implemented.

I believe the issue is that the default camera scripts prevent the camera from looking up and down too far at a certain angle which is causing conflicts with the script here. To confirm this hypothesis is the camera set to scriptable? This should prevent the default camera scripts from interfering.

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I always set the camera type to scriptable, but in this particular case, I think I forgot to… I’ll do that right now.

Alright. I tried setting the camera type to scriptable, but it still jitters. I am now suspecting this to be an error in my code.

Yeah… um it was just an error in my code.