By using BasePart:SetNetworkOwner(player), you can dictate what client should be responsible for handling the physics of the object. That is probably why your part seems to freeze up when it gets close to another player.Ī while back, ROBLOX added some helpful methods that allow game developers to override the default physics delegation that I described above. Therefore, if you have a part a player is controlling, the part might actually be physically controlled by another player's computer if it is closer. If no player is close, the server itself takes on the duty of simulating the part. This distance is based on where the player's character is in the game world. When a part is physically simulated, the actual work of simulating the part is delegated to the closest client. I believe this is due to how ROBLOX simulates physics.
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