What is the best way to go about making a smooth Projectile System?

Hello all,

I am currently remaking a fireball move that I made using LinearVelocities a while back, and things have been going okay. I was about to start revamping the move until I thought: “How exactly am I gonna go about doing this?”

My first thought was to use Fastcast, which worked fine as long as you did all of your visuals for the projectile (Moving it about and such) on the client, however I don’t know the best way to do this

I tried to make my own projectile module that did all of the visuals on the client. This worked fine, but I didn’t really know how to add extra functionality

I also searched around the devforum for ways to make an optimised projectile system, but most of these articles told me things I had already tried.

What is the best way to make a smooth projectile system that does all of this hit detection on the server and all of the visuals on the client? I’d really appreciate if anyone were to steer me in the right direction or help me. Thank you for reading this long post lol.

I dont know if this is good performance wise, but I clone the part 1 for each player and set the network owner for a part to each player. I also make them all invisible and fire a remote event to the cient to make theirs visible for them. I never really tested it with many players so Idk how performant it is.

I found out a good way to do this. I used a mixture of both a custom module and FastCast to handle projectiles. Thank you for replying.

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