Weird attribute issue server to client

I am trying to make a mobile game

Somehow, the client is receiving different information than the server.
Server: image
Client: image

There is no apparent solution on the developer hub or forum.
The code works fine on the client, but when I introduce it to the server it doesn’t work.
The reason why I am trying to introduce it to the server is to add some security to my scripts, and also add in some multiplayer features, like spectating.
What somehow happens: (Don’t mind the pieces with studs on them, it was just for seeing how badly it was off, and I also haven’t implemented the camera movement)


What is supposed to happen:

I will give any necessary code if needed for the solution.
Thanks,
Sharky.

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Try printing the position on the client as well, since there’s differences in how the properties tab displays floating point numbers, and then post it if you would. I can assist you better when both forms of data are presented in the same fashion.

Alright, I doubt this will display different things due to the server not actually creating parts, just for optimizing the game. The only way I could print the position is through the attribute

Regarding the X-component of the property, that is caused by double floating point precision errors, i.e; not enough available bits to accurately represent the number.

I assume network latency is the cause of the Z-component difference.

It’s not with the accuracy of the numbers. I’m talking about very large misses. Can you explain why I am 20 studs off? I am guessing no right?

Unfortunately nobody but a Roblox internal developer could tell you why this is occurring, unless we had access to the source files and took time to debug it thoroughly.

Anyways, can you show us the server code responsible for the position bit? And any code that does associate with it. In this way we can see if there are inconsistencies.

Unfortunately, your paragraph above may be correct. I was testing earlier, and the correct position was the same as the one I was inputting, but somehow it was not the position I was looking for. I went to a more unoptimized, but ok method.