Velocities done on other objects, is somehow replicated to the server even though created on client?

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I was experimenting with velocities, mainly for knockback and I noticed the velocities were very delayed so I tried making them on the client first then on the server. But it seems that client sided velocities were somehow being replicated either way.
  2. What is the issue? Include screenshots / videos if possible!
    Client velocity being replicated (on objects owned by server network), even though it should only show for you.
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    Tried using all types of velocities (LinearVelocity, BodyVelocity, etc)

This is less of “how do I do this” and more of “why is it like this” post. Sorry if it’s in the wrong category.

Here is a video provided where I experiment with BodyVelocity on an unachored part, it’s a plain baseplate with no scripts. Somehow the velocity is replicated on the server, as you notice the part just flies (or more like teleport due to high velocity) into an oblivion and gets destroyed. But it should only be destroyed on the client, why was it destroyed on the server as well?

Please watch the whole video, and pay attention to when I’m switching between client/server or you won’t understand the context.

Try the experiment again but enable the network ownership visualization. I believe it will help you gain a better understanding.

I believe there will be a frame where it should change especially upon physics contact and the client will impact the server.

How are you sure it is always owned by the server? Did you use the visualization method? Interestingly reading into the article there is a red zone which is inbetwen server and client ownership.

Seems like the velocity replicates to the server and hence it replicates. Therefore the theory is that the client physics is replicating to the server causing it to glitch into the void.

It has come to my attention that I have missed this part, after experimenting a little bit more I realized that what you said is indeed true. It’s an oversight on my part. However even so, if the part is owned only on the server, wouldn’t it still move on the client from the velocities instead of just not moving at all?

Nevermind! I’ll just mark this as solution.

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