Why are each of the clients' physics replicating for the Touched event with FE

I thought filtering Enabled was suppose to disconnect most access of the client to the server. I’d understand if the client were used to portray its character’s physics but why would it have an influences on the other clients’ physics.

For example if I locally remove all the humanoids from the other clients’ characters on Bob’s client, except his [character’s humanoid]. Max is another client, if Max’s Character stops for three or so seconds moving, Bob’s client will see him falling out of the world but Max and the Server see him[Max’s Character] perfectly fine and not falling. The server also sees all the players perfectly fine with their humanoids and everything.

The problem is with server side and local Touched event firing practically the same way and using all the clients’ physics and not the physics seen on the server or to that client (when local). The Touched event is also firing unreliably. A client could be about 5 studs away from touching a brick and it’d yield the Touched event.

Could the client team please fix this? I really need it for the release of my game and it’d be annoying if your character were to walk on a brick 30 studs above a killing brick and think it has touched the killing brick (which is what is happening and annoying me).

FilteringEnabled was never intended to be a way to implement local parts. It is a nice byproduct and we think it is really cool that you are coming up with creative uses, but unfortunately the way local parts are being created is not officially supported. While we could possibly hack together some solution that makes them more reliable using the existing systems (such as FE or putting parts in Camera), we would rather make an actual service to implement this feature. Nothing is set in stone at the moment, but local parts are something we are thinking about for 2015.

Unfortunately this means that there is no expected behavior for local parts at the moment, and you’ll probably have to combat bugs like the one you described as best you can. In this particular case I suspect the client has physics ownership of the parts in question and is telling the server that a Touched event happened (even though one of the parts is “local” to the client). You may be able to confirm this by opening Studio settings and turning on AreOwnersShown under the physics tab.