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).