Weird physics interaction upon sitting character in seat

I use (Unreliable)RemoteEvents to forward movement keys to the server, the server then moves the players’ assigned model according to the players’ inputs, this works great.

I then added a Seat object inside of the model, with a WeldConstraint, this seat is anchored, has collisions turned off, and is seat.Disabled = true. I then set the character to sit down in said seat, and set the jumping power to 0, but as soon as all of this happens, the physics start glitching out, the model starts phasing through other solid objects, floating away, or moving multiple times faster than it should do.

Here’s a video of it happening:

Even though there’s lots of rubberbanding, when I switch to the server view, I can see it’s replicating to server, and it shows on other clients in testing mode too.

I’ve tried doing various things like changing anchor mode, using a vehicle seat instead of a regular seat, I’m really not quite sure what’s happening. I’m also not sure if this is a bug or not.

I see no mention of network ownership so its probably that, try setting it to server if you are controlling it on the server.

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Huh, well I learned about Network Ownership now, so thanks, had no clue that even existed (kinda cool system ngl)

My problem was unrelated to that, turns out I had some characterscript that influenced the player movement when on top of a drone, simply disabling it when the player sits down was enough.

Thank you for the pointer that eventually got me there!

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