Vehicles Connected by Constraints Bug

I already have it set up for you. Essentially the issue is when two vehicles are connected to each other by a rope constraint or rod constraint, if two players get into each vehicle, the player who goes in their vehicle before the other has an issue where everything just freezes. What happens is hinge constraints and rotates we found become inactive, though springs don’t. But the person who got in their vehicle last will not have this issue and it’ll work just fine. We thought it was network ownership maybe but we can’t find a way to fix this issue. The ultimate goal is to have two vehicles able to do a tug of war. But it’s not possible with this bug.

Expected behavior

Rope constraint is connected to both vehicles and works as if they were just tied together as a rope. Both vehicles work the exact same.

A private message is associated with this bug report

Not really a bug. It is more of a NetworkOwnership issue.
You have 2 vehicles, owned by 2 different players, connected by a physical Constraint.
The first person to sit in the driver’s seat actually owns the entire assembly of both cars. Now when a second player jumps in the second car they get ownership of the entire assembly. If someone leaves a seat and they or someone else joins the assembly they’ll get ownership.

Sorry, but I don’t have a fix for it, just the explanation.

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Yep!

This a biproduct of our networking model. That being said, a possible workaround for your desired behavior might be having the server own the assembly (being both cars) and process inputs from both clients. This would allow separate clients to control seperate cars apart, albeit with some input lag.

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Not sure if you replied to OP’s private message or not. You may want to reply to them instead of me so they see your answer here.

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