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