Stop network ownership from going to client after part's welds break

  1. What do you want to achieve? Stop the stuttering caused by parts transferring network ownership in a destructible structure after joints break

  2. What is the issue? I can’t set network ownership on parts welded to anchored parts

  3. What solutions have you tried so far? Settings network ownership to nil (errors)

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Anchored parts cannot have their network ownership set, because no physics processing is done.

Any geometry connected via unsnappable joints, like Weld, also get treated as anchored.

The geometry can only be given a network owner when it is being physically simulated.

i am aware
im asking how i can stop it from going to the client when the weld breaks

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Set the network ownership of the part to nil

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that wont work if the part starts out welded

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i can’t control roblox’s network code or physics code?

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When it breaks, set it to nil. You have been given this answer multiple times but for whatever reason want to program your own physics engine. God help you.

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where did you get this?
i was given no valid answers and i cant monitor every individual weld

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the only idea i had was to detect whenever a weld was broken and set the part’s ownership asap to nil

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Yes, you can. The on break event is a hook. You can have as many as you want.

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The issue is that the entire structure is welded together and there are multiple structures so it would be impossible to make a universal algorithm that works for all of them and can tell when individual parts break

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