Welded Balloon Parts only move Locally on ServerSide Tween Script

I was just messing around trying to make a balloon tween and fly around but encountered this wacky bug, all the parts are unanchored and welded to a single anchored part that is tweened to fly around in a serverside script inside of it, on clientside everything seems fine, but on serverside all the unanchored welded parts don’t move…

local part = script.Parent
local balloon = script.Parent.Parent.Balloon
local TweenService = game:GetService("TweenService")
local baseY = 140
local model = script.Parent.Parent

local function float(Speed, floatingRange)
	local newY = part.Position.Y + math.random(-floatingRange, floatingRange)
	if newY < baseY - floatingRange then
		newY = baseY + floatingRange
	elseif newY > baseY + floatingRange then
		newY = baseY - floatingRange
	end

	local newPosition = Vector3.new(part.Position.X + math.random(-floatingRange, floatingRange), newY, part.Position.Z + math.random(-floatingRange, floatingRange))

	local rotationAngle = math.random(-180, 180)
	local newOrientation = part.Orientation + Vector3.new(0, rotationAngle, 0)

	local tweenInfo = TweenInfo.new(Speed,
		Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, true
	)

	local positionTween = TweenService:Create(part, tweenInfo, {Position = newPosition})
	local rotationTween = TweenService:Create(part, tweenInfo, {Orientation = newOrientation})

	positionTween:Play()
	rotationTween:Play()
end

while true do
	local Speed = math.random(3,6)
	local floatingRange = math.random(25,100)
	float(Speed, floatingRange)
	task.wait(Speed)
end

And here’s what it looks like in a 2 player server test…
The player is continuously trying to spawn on a spawn point that isn’t there locally…
I also tried setting the network ownership of all the parts to nil, only for no change.

When you’re tweening an anchored part (the main part that is welded to the other unanchored parts), the physics of the welded, unanchored parts might not update on the server properly because the server doesn’t simulate physics for anchored parts in the same way it does for unanchored parts.

When you use the Position property for tweening an anchored part, it might not trigger physics for the unanchored parts correctly. Instead, you should use CFrame for the movement. CFrame ensures that both the position and rotation are accounted for, and it can propagate the movement through the welds better.

local part = script.Parent
local balloon = script.Parent.Parent.Balloon
local TweenService = game:GetService("TweenService")
local baseY = 140 -- Base Y position
local model = script.Parent.Parent

local function float(Speed, floatingRange)
	local newY = part.Position.Y + math.random(-floatingRange, floatingRange)
	if newY < baseY - floatingRange then
		newY = baseY + floatingRange
	elseif newY > baseY + floatingRange then
		newY = baseY - floatingRange
	end

	local newPosition = Vector3.new(part.Position.X + math.random(-floatingRange, floatingRange), newY, part.Position.Z + math.random(-floatingRange, floatingRange))
	local rotationAngle = math.random(-180, 180)
	local newOrientation = part.Orientation + Vector3.new(0, rotationAngle, 0)

	-- Create the new CFrame for the position and orientation
	local newCFrame = CFrame.new(newPosition) * CFrame.Angles(0, math.rad(rotationAngle), 0)

	-- Tween using CFrame instead of Position and Orientation
	local tweenInfo = TweenInfo.new(Speed, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, true)
	local cframeTween = TweenService:Create(part, tweenInfo, {CFrame = newCFrame})

	-- Play the CFrame tween
	cframeTween:Play()
end

while true do
	local Speed = math.random(3,6)
	local floatingRange = math.random(25,100)
	float(Speed, floatingRange)
	task.wait(Speed)
end
  • Welded parts respect the CFrame of their parent part, which ensures they move and rotate correctly along with the anchored part.
  • When you’re tweening Position and Orientation separately, it can sometimes cause synchronization issues with physics replication between the server and client. Using CFrame avoids this.
1 Like

Thank you for responding!

Do you know why this would still be happening though?

Locally it’s fine but server side the unanchored and welded parts connected via rope constraint seem to be anchored? or hovering in place?

It’s hard to tell for sure without messing with the model myself to troubleshoot, but my guess is it has something to do with Network Ownership or some other odd desync with the physics. Is your script a Local Script or a Server Script? Server Script would be required for this.

A server script is being used, and I could upload the model and put it here if you want.

Upload the model so we can see if there’s something specific and important you’re missing

Why don’t you use physics to move the balloon? If you put a vector velocity on the main part and give it random directions it should work

I was able to get it working through BodyGyro’s and BodyVelocity’s, and while not being effected by the player’s presence.

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