WHY does the Missile perform differently when SetNetworkOwner?

What I want to do is make a missile that follows the player using linear velocity and explodes upon contact. However, I’ve noticed that the missile experiences significant lag, so I set the missile’s network owner to the player, but then it began moving in a circular motion. Why does this happen?

here is my code on server, it’s very simple:

local rs = game:GetService("RunService")

task.wait(5)
local player = game.Players:GetPlayers()[1]

local bigPart = workspace.BigPart
local flyPart = workspace.FlyingPart
flyPart:SetNetworkOwner(player)

rs.Heartbeat:Connect(function(deltaTime: number)

	local v = flyPart.LinearVelocity
	v.VectorVelocity =  (bigPart.Position - flyPart.Position).Unit * 150

end)

So, I really can’t figure it out. If anyone has any ideas, please do share them with me. Thank you.

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