#network ownership issues

1 messages · Page 1 of 1 (latest)

sour birch
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(gonna pay for whoever helps)

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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

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and it works fine when performed on an npc with no network ownership

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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

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this is what im talking about

storm ledge
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Sounds like the delay is due to the location of the raycast check

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Is it in a localscript or server script?

sour birch
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server

storm ledge
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Yea so then the raycast will check based on what the server sees. Which is different from the players

sour birch
storm ledge
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If u want there to be no visual delay, you should be checking on the clients

sour birch
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you think theres any way to fix?

storm ledge
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If u check when you land on the client, the detection will be precisely when the player actually hits the ground

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so just do the detection locally

sour birch
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so detection locally and then pass it to the server?

storm ledge
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for example yea, but the time of landing is different for the hit player and the player who hit them

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cause of same ping things

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maybe consider doing separate detections for both players to keep it smooth for both

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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

sour birch
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hmm ok

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so no way to keep it smooth and accurate for both?

storm ledge
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I'd say there is