Vehicles/Cars driven by different players fling sometimes when colliding

We observed that it can happen that a player’s vehicle gets stuck in a vehicle driven by another player, which sometimes makes at least one of them fling away. This especially happens when at least one of the players has a latency.

We think we do know why that occurs, which is possibly due to the Network Ownership and both players being essentially unsynchronized, therefore dragging each other for that to occur.

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This is a common effect due to the networking model. Not sure if it’s really a bug, it’s just what happens when you let two clients have full control over their own physics. And we have to, otherwise input lag will make the game unplayable.

When client A crashes with client B, both clients have their own opinion on what happens with physics.

Especially when there’s a huge difference between the latency of the two clients, one client may respond late and think they’ve clipped in the car, and thus ending up getting dragged/flinged into the air.

So far the only workaround I’ve seen in popular games is disabling collisions between players, but for your game (Emergency Emden if I’m right) this may not fit in your game design.

If you’re feeling brave, you can try a custom server authoritative implementation for the cars. Probably not worth the effort though, latency between A->Server->B will still remain. And on Roblox, we unfortunately have to deal with low-end networks more than others.

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