#Overriding AssemblyLinearVelocity on Client?

3 messages · Page 1 of 1 (latest)

stable marlin
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So with most properties on parts, you can modify them on the client and have the changes reflect on to the player's client but no one else on the server.

However, I can't get this to work with AssemblyLinearVelocity. If I try setting the AssemblyLinearVelocity of a part only on the client, it doesn't move at all.

I've found a couple of posts regarding this issue:

Discord Message: #📜︱scripting message

Forum Post: https://devforum.roblox.com/t/setting-assemblylinearvelocity-and-applyimpulse-doesnt-seem-to-work/1772775/1

Both of them suggest utilizing Part:SetNetworkOwnership, however, doing this actually makes the AssemblyLinearVelocity applied on the client, reflect on the server, which I don't want.

I'm curious if theres another way of doing this and just generally curious as to why modifying AssemblyLinearVelocity on the client doesn't work.

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If anyone's curious on the use case:

I have a sphere controlled via WASD. The server calculates AssemblyLinearVelocity every tick based on forward, backward, left, right booleans set by client key presses. This works, but there's a slight delay due to latency, making controls less responsive, especially for high-ping players.

I'd like the client to also calculate AssemblyLinearVelocity for immediate responsiveness, while the server maintains overall control to prevent exploits. But I can't get AssemblyLinearVelocity to set on the client, so I'm kinda stuck

sullen bough