#network ownership issues
1 messages · Page 1 of 1 (latest)
i have an upflinging system, something similar to tsb. for detecting when a character has landed, i raycast -3.5 studs on Y axis every frame
and it works fine when performed on an npc with no network ownership
however when i set the npcs rootpart network owner to my player the raycast is kind of delayed (it fires after the character already landed on the floor)
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0:45
this is what im talking about
Sounds like the delay is due to the location of the raycast check
Is it in a localscript or server script?
server
Yea so then the raycast will check based on what the server sees. Which is different from the players
never thought about that to be honest
If u want there to be no visual delay, you should be checking on the clients
you think theres any way to fix?
If u check when you land on the client, the detection will be precisely when the player actually hits the ground
so just do the detection locally
so detection locally and then pass it to the server?
for example yea, but the time of landing is different for the hit player and the player who hit them
cause of same ping things
maybe consider doing separate detections for both players to keep it smooth for both
If u do it on 1 localscript and send it to the server for the effect, it will be accurate and smooth for 1 of the players
I'd say there is