Two Objects Connected By Rope When Moved Don't Sync Client Side

When an unanchored (collidable/touchable) part (referred to as part A) is attatched by rope to a anchored (collideable/touchable) part (referred to as part B) - or alternatively another unanchored part welded with a part that is anchored - the client and the server desynchronize over part A and any other parts attatched to it (i.e the player character). This desynchronization can be described as part A only having the expected behaviour on the server side as part A properly follows part B via the rope constraint, on the client’s side part A tends to be unnaffected by part B moving any distance and stays still (although this behaviour is buggy). This issue requires both a witness from the server side and client side. Note: If part B is unanchored then this issue does not occur.

Footage: https://youtu.be/6kytmrzuJ1M

The model: https://create.roblox.com/store/asset/16157736854
The game: move test - Roblox

2 Likes

Thanks for the report! Just to confirm, we have a ticket filed in our internal database for this issue.

This seems to have been closed internally with no response, could you update?

Hi Susie Suzriel,
The behavior you encountered is expected with the Roblox engine. We recommend that in the situation you describe part B remain unanchored you move it with the appropriate mover constraints. This will help ensure the network ownership logic in the engine gives the best possible result.