I’ve ran into an issue preventing the use of streaming enabled entirely. Currently, I use a heavily modified version of EgoMoose’s Wall stick/Gravity Controller which consists of simulating character physics thousands of studs away, however, very far locally created parts do not run any sort of physics regardless of the model’s Streaming Mode and thus prevents character movement entirely. This issue does not occur when the feature is disabled.
Example:
The blue part is local while the green is server owned
Yeah, I am again advertising this feature request; yes! Surprisingly it’s not a bug. I originally submitted mine as a bug report as well until I read the fine print on the developer page.
I really wish they are able to give more insight on what they plan on doing with this though… the current behaviour is incredibly inconvenient with the new Persistent models they gave us.
The issue seems to be that the engine can’t know if there’s anything around the part. Since that area isn’t streamed in. This is probably impossible to ‘fix’ with streaming.
has there been an update? I’m developing the game called War of the Worlds and Tank Projectiles and RPG Projectiles are freezing due to StreamingEnabled
Hello, since posting this a year and a half ago I’ve been forced to limit ownership of important simulated parts to the server, in turn, preventing me from offloading meaningful physics work to clients, causing increasing performance issues & restricting development. Bug or not, this isn’t ideal behavior and shouldn’t be treated as a feature of streaming.
Is there any work being done to change this, or is this functionality expected to be permanent?
Multiple replication foci is a great feature and helps address a variety of previous pain points while using streaming enabled. However as for forcing simulation of locally created or owned parts, at best it’s a workaround for an otherwise impossible task.
I no longer use the initially posted controller so I can’t test it directly, but since only the client knows where these parts are located I would have to put it in charge of asking the server to place the foci. This functions, but may introduce a security vulnerability for the same reason clients cannot create the foci directly.
I fully understand the standard behavior being pause all parts before they fall out of the unloaded world, but my old first use case never would’ve ran into that issue. My second use case, allowing clients to control ores in a tycoon to offload server work, would’ve solved this issue by simply creating a few persistent parts to contain the ore. This worked flawlessly in an attempted custom streaming system, but the standard streaming works so well aside from a couple issues that there wasn’t a point in making a whole new one.
Regardless, thank you for the work put into streaming. Despite all the requests this is an amazing feature and worth using none the less.
Currently struggling to get physics to run for a locally-created part that is many studs away from the player’s character. Allowing some sort of streaming foci on the client just for physics simulation would be very helpful