Understanding Client-Side Projectiles and Client to Server Hit Detection

Can someone please explain in both extreme detail and simply how to handle Client Sided Projectiles, the Hit Detection isn’t something I struggle with but understanding the order of the system is what always seems to lose me, my main question is this:

  • How do I handle the Hit Detection for the Projectile YOU fired (and multiple of your own) on only YOUR Client

I also would like to know if I’m right in saying the order of which you should go about doing this is:

  1. Client Input (UserInputService)

  2. Server (Cooldowns and other sanity checks)

  3. Client (Animations, Movement?, Hitbox?)

  4. Server (Used to fire to all Clients)

  5. All Clients (VFX, Sound Effects, Displaying the Projectile)

any insight on this would be amazing!

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i figured out the answer to my own question which is this:

when the Player that used the move USES said move, send their player object through the first Remote Event to the Server and then just past it from the Server to All Clients then when handling Hit detection throw in a simply IF Statement that checks wether or not YOU are the Player that used the move, if you are then fire BACK to the Server with any Client hitbox data you want to validate then just do as you usually when recieving that on the Server.

And in a Nutshell… a simple IF Statement solved 2 days worth of problems, typical.

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