In my game players can move an unanchored part with their mouse, but I want it to stay client side. However, all changes are being replicated to the server. Anchored part changes don’t get replicated. Is there a way to prevent this? (filtering enabled is on)
I don’t fully understand. I am asumming that you don’t want the parts to replicated client to server. Can you tell me if the parts are created on the server or the client?
The part isn’t created in-game, it’s created in studio.
Where is the unanchored part placed?
If I remember correctly if it is placed in the player character it will replicate, it shouldn’t replicate if placed directly in workspace with a local script controlling it.
Nothing is in the character. There’s one unanchored part in the workspace. Any changes made on the client to the part is replicated to the server.
The reason they get replicated to the server is because unachored part’s are physically simulated. If someone is close to an unanchored part, then network ownership will change to the person who is close to it and if the person is far away from an unanchored part, network ownership will change back to the server. If that player has network ownership, whatever that player does with that unachored part will replicate to the server.
Anchored part’s network ownership isn’t configurable, but are set to the server and therefore aren’t physically simulated.
I tried setting the network ownership to the server but any changes made on the client will immediately revert back.
I read that you tested it in studio, did you test with 1 server and 1 (or more) clients at once?
Yes, it will. If a part has network owner ship set to the server ( assuming it’s an unachored part), changes made to it on the client will not replicate to the server.
Try creating the part on the client using Instance.new, this way it won’t exist on the server and cannot replicate. Each player will have their own part that is not visible to other players
Why would that be an issue? I’m just running it in studio.
use a localscript to spawn the part, if it`s a model copy it from replicated storage.
that way the server has nothing to sync