How do you guys handle projectiles? I feel like this is such a complicated subject because simply using velocity in the server wouldn’t work (it would look choppy in the client and Roblox physics in general is garbage). My best idea rn is creating a projectile in the server and using while wait() to move it, and then creating dummy projectiles in the clients for visuals but idk if it’s optimal. I’m just trying to find the best solution that both looks good and works good
#Projectiles
13 messages · Page 1 of 1 (latest)
by telling the client to handle the projectile
using a while loop on the server wouldn't make the lag any better
in fact it would probably make it worse
Complicated question really, let me see if I find something on this cause basically you are spawning multiple projectiles and if you have things like tracers you want the server to tell other clients about it
Yeah that’s why I’m asking for help I guess
The reason the server projectile is there is for hit detection, if I try to do hit detection in the client I feel like it would be easy to hack
do the hit detection on the client and do a sanity check on the server
that's how every good gun system works
The problem is in my situation, the projectile is coming from a turret, so there would be multiple clients doing the detection which I don’t think is optimal
so do the detection just on the server
and do the visuals on the client
So then I should handle the projectile in the server