What Movement System Should I use to Ensure Smooth Knockback?

I’m working on a combat system where players hit each other with weapons and deal knockback.

I have been looking for ages now but I can’t find the perfect way to deal kb.

BodyBelocity - Depricated
Tween - Lag
ApplyImpulse - Different results based on character mass
VectorForce - Decent, but only works on server as far as I am aware

Plus, there’s the NetworkOwnership. If the server owns it, it’s not smooth for the attacker or the enemy. If the attacker has ownership, it’s choppy for the enemy. If the enemy has it, there’s lag and delay for attacker.

I want to find someway to have it be smooth and minimal to no delay for everyone.

Thanks!

I personally still use BodyVelocity regardless of it being deprecated or not, works well for me and the types of games that I’m working on as knockback abilities are very frequent and goto is BodyVelocity, however you could look into using LinearVelocity.

2 Likes

Regarding your issue with NetworkOwnership, it’s of course best to always prioritize the client experience. Maybe I’m wrong, but ‘fixing’ latency beyond this I think is out of our hands.

2 Likes

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.