WeldConstraints created on the server should replicate their offset to clients

As a developer, it’s impossible to reliably create WeldConstraints attached to moving bodies on the server. Because of latency, the offset on the server/client end up being different:

It seems this happens because WeldConstraints are simulated disjointly on the server/clients. They each calculate their own offsets between Part0/Part1. This makes WeldConstraints too unpredictable to use on moving bodies. For WeldConstraints to be reliable when in use with moving bodies, the server would need to replicate its offset to clients.

If Roblox is able to address this issue, it would improve my game development experience because I would be able to use a more up-to-date joint than Welds/Motors for moving bodies.

More resources:
Dev Help thread: https://devforum.roblox.com/t/weldconstraint-weld-to-player-offset/95574/
Repro:

16 Likes

Thanks for the report EchoReaper. This is a known defect with WeldConstraints and has been fixed. Once the fix has propagated to all platforms we will activate it and let you know (roughly 2 weeks from today).

6 Likes

:heart_eyes:

This should be fixed on production now.

3 Likes

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