I’m working on a Postal 2–style urination mechanic in Roblox.
The effect looks great when it’s simulated on the client, but I also want other players to see it.
Here’s where the problem starts:
- Server-only simulation → looks bad (not smooth, laggy).
- Client + Server mix → messy, and I don’t want to hack around hiding server effects from the local player.
- Each client simulating locally → inconsistent results, doesn’t sync well.
So I’m stuck on how to replicate this mechanic properly.
What I’ve Tried
- Full client simulation (works visually, but no replication).
- Full server simulation (replicates, but looks awful).
- Hybrid approach (server + client) → results in duplicated effects and visual glitches.
- Client-only simulation per player → not synced between clients.
Goal
I want:
- Local player → smooth animation (client-driven).
- Other players → able to see the process replicated consistently.
Basically, a way to replicate beams/droplets/puddles without ruining the smoothness.
Code Example
local RS = game:GetService("RunService")
local Players = game:GetService("Players")
local Debris = game:GetService("Debris")
local TweenService = game:GetService("TweenService")
local RE = game.ReplicatedStorage.PeeEvent
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local hrp = character:WaitForChild("HumanoidRootPart")
local mouse = player:GetMouse()
local SPRAY_SPEED = 50
local LIFETIME = 2
local RATE = 0.03
local GRAVITY = Vector3.new(0, -100, 0)
local spraying = false
local lastAttachment = nil
local rootAttachment = Instance.new("Attachment")
rootAttachment.Position = Vector3.new(0, -1.3, 0)
rootAttachment.Parent = hrp
local puddleMap = {}
local function getPuddleAtPoint(pos)
for k, puddle in pairs(puddleMap) do
if puddle and puddle.Parent then
local relative = puddle.CFrame:PointToObjectSpace(pos)
local half = puddle.Size / 2
if math.abs(relative.X) <= half.X and math.abs(relative.Z) <= half.Z then
return k, puddle
end
end
end
return nil, nil
end
local function spawnPuddle(hitPos, hitNormal)
local key, puddle = getPuddleAtPoint(hitPos)
if puddle then
if puddle.Size.X < 6 then
local newSize = puddle.Size + Vector3.new(0.2, 0, 0.2)
if newSize.X > 6 then
newSize = Vector3.new(6, puddle.Size.Y, 6)
end
TweenService:Create(
puddle,
TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out),
{Size = newSize}
):Play()
end
else
local newKey = tostring(tick() .. "_" .. math.random(1000,9999))
local puddlePart = Instance.new("Part")
puddlePart.Size = Vector3.new(0.5, 0.01, 0.5)
puddlePart.Anchored = true
puddlePart.CanCollide = false
puddlePart.Color = Color3.fromRGB(255, 220, 0)
puddlePart.Material = Enum.Material.SmoothPlastic
puddlePart.Transparency = 1
puddlePart.CanTouch = false
puddlePart.CastShadow = false
puddlePart.CollisionGroup = "Ignore"
local Decal = game.ReplicatedStorage.Decal:Clone()
Decal.Parent = puddlePart
puddlePart.CFrame = CFrame.lookAt(hitPos, hitPos + hitNormal) * CFrame.Angles(math.rad(90), 0, 0)
puddlePart.Parent = workspace.Puddles
puddlePart.Size = Vector3.new(0.01, 0.01, 0.01)
TweenService:Create(
puddlePart,
TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{Size = Vector3.new(0.5, 0.01, 0.5)}
):Play()
local up = Vector3.new(0,1,0)
local isVertical = hitNormal:Dot(up) < math.cos(math.rad(75))
local extra = math.random(1, 3)
for i = 1, extra do
local offset
if isVertical then
offset = Vector3.new(0, -(i * 0.6), 0)
else
offset = Vector3.new(math.random(-30,30)/30, 1, math.random(-30,30)/30)
end
local rayParams = RaycastParams.new()
rayParams.FilterType = Enum.RaycastFilterType.Blacklist
rayParams.FilterDescendantsInstances = {puddlePart, character}
local result = workspace:Raycast(
puddlePart.Position + offset,
isVertical and hitNormal * 0.1 or Vector3.new(0,-5,0),
rayParams
)
if result then
if not isVertical then
if result.Normal:Dot(up) < math.cos(math.rad(60)) then
continue
end
end
local small = puddlePart:Clone()
small.Size = Vector3.new(0.01,0.01,0.01)
small.CFrame = CFrame.lookAt(result.Position, result.Position + result.Normal) * CFrame.Angles(math.rad(90), 0, 0)
small.Parent = workspace.Puddles
TweenService:Create(
small,
TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{Size = Vector3.new(0.2, 0.01, 0.2)}
):Play()
Debris:AddItem(small, 5)
end
end
TweenService:Create(
puddlePart,
TweenInfo.new(3600),
{Transparency = 1}
):Play()
task.delay(3601, function()
if puddlePart and puddlePart.Parent then
puddlePart:Destroy()
puddleMap[newKey] = nil
end
end)
puddleMap[newKey] = puddlePart
end
end
local function spawnDroplet(direction)
local part = Instance.new("Part")
part.Size = Vector3.new(0.15, 0.15, 0.15)
part.Shape = Enum.PartType.Ball
part.Color = Color3.fromRGB(255, 220, 0)
part.Material = Enum.Material.Neon
part.Anchored = false
part.CanCollide = false
part.CanTouch = false
part.CollisionGroup = "Ignore"
part.Position = hrp.Position - Vector3.new(0, 1.3, 0)
part.Transparency = 1
part.Parent = workspace
local dropAttachment = Instance.new("Attachment")
dropAttachment.Parent = part
local beam = Instance.new("Beam")
beam.Color = ColorSequence.new(Color3.fromRGB(255, 220, 0))
beam.Width0, beam.Width1 = 1,1
beam.LightEmission = 1
beam.LightInfluence = 1
beam.Texture = "http://www.roblox.com/asset/?id=5210472205"
beam.TextureSpeed = 0
beam.Transparency = NumberSequence.new(0.75)
beam.FaceCamera = true
script.Pee.Volume = 1.5
script.Pee.Playing = true
if lastAttachment then
beam.Attachment0 = lastAttachment
beam.Attachment1 = dropAttachment
end
beam.Parent = part
lastAttachment = dropAttachment
Debris:AddItem(part, LIFETIME)
Debris:AddItem(beam, LIFETIME)
local velocity = direction * SPRAY_SPEED
local lastPos = part.Position
RE:FireServer(hrp.Position - Vector3.new(0, 1.3, 0),direction)
local conn
conn = RS.RenderStepped:Connect(function(dt)
if not part.Parent then conn:Disconnect() return end
local newPos = lastPos + velocity * dt
local ray = RaycastParams.new()
ray.FilterDescendantsInstances = {character, part}
ray.FilterType = Enum.RaycastFilterType.Blacklist
local result = workspace:Raycast(lastPos, (newPos - lastPos), ray)
if result and result.Instance.CollisionGroup ~= "Ignore" then
spawnPuddle(result.Position, result.Normal)
part:Destroy()
conn:Disconnect()
return
end
velocity += GRAVITY * dt
part.Position = newPos
lastPos = newPos
end)
end
RS.RenderStepped:Connect(function()
if spraying then
local targetPos = mouse.Hit.p
local dir = (targetPos - hrp.Position).Unit
spawnDroplet(dir)
task.wait(RATE)
end
end)
function RandomVoiceLine()
script.Folder:FindFirstChild("Voice line".. math.random(1,5)):Play()
end
local UIS = game:GetService("UserInputService")
local Zipped = false
UIS.InputBegan:Connect(function(INPUT)
if INPUT.KeyCode == Enum.KeyCode.R then
script.Zipp:Play()
Zipped = not Zipped
if Zipped == false then
spraying = false
lastAttachment = nil
task.spawn(function()
for i = 0, 15 do
task.wait(0.01)
script.Pee.Volume -= 0.1
end
script.Pee.Playing = false
script.Pee.TimePosition = 0
end)
end
end
end)
mouse.Button1Down:Connect(function()
if Zipped == true then
RandomVoiceLine()
spraying = true
end
end)
mouse.Button1Up:Connect(function()
spraying = false
lastAttachment = nil
task.spawn(function()
for i = 0, 15 do
task.wait(0.01)
script.Pee.Volume -= 0.1
end
script.Pee.Playing = false
script.Pee.TimePosition = 0
end)
end)