Why does physics lag?

i have a mag and casing ejection
but the only problem is that they both lag for a slight second
im not quite sure whats causing the lag

it might be hard to see the lag on the video, so i’ve added a highlight so its easier to see

here’s the script

The network owner of the part could be changing mid-fall, which might be causing the slight lag.
To fix this, you can set the part’s network owner to the server (by setting it to nil).

clone:SetNetworkOwner(nil)

More info on network ownership.

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it still lags
i added the network ownership but its not doing anything

i’m trying to make it feel like this, where it doesn’t lag for a split second, i want the physics not to delay

I’m going to assume you’re doing this on the server?
If so, try doing the mag drops on the client instead and see if that resolves the issue. (effects on client, handle hit/important stuff on the server)

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im confused, this code is also being run by the server when i tested it

local part1 = workspace.part1 
local part2 = Instance.new("Part") 
part2.Position = part1.Position 
part2.Parent = workspace

and it works perfectly fine
falls immediately without halting

but when i tested it with the npc, the part was in the air for split second and then fell like normal

so how would i handle the physics on the client?
would i have to send everyone a remote event?

that or get the closest player and set them as the network owner, but easiest would be to run spawn code as local script reading from an event.