#Part stutters on the client shortly after being created on the server.

1 messages · Page 1 of 1 (latest)

broken valley
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I'm invoking a remote to create a part on the server, and I'm also invoking unreliable remotes to control said part.
The part's velocity is initially set before parenting to workspace.

I'm having an issue where the part stutters (on the client) shortly after it is created. does anyone know what's causing this?
The issue occurs even with the unreliable control remotes removed.
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jolly ginkgo
broken valley
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though, i have to set it after the part is already parented to workspace

jolly ginkgo
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if nothing is doing anything to the part then it's the ownership ping problem

broken valley
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updatePart(part, lastHeartbeatTime)
part.Parent = workspace
part:SetNetworkOwner(nil)
jolly ginkgo
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if nothing is updating the position or forces or anything after you make the part move then it's the ownership ping doing this

jolly ginkgo
broken valley
jolly ginkgo
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do you use assembly velocity?

broken valley
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along with controllermanager

#
    characterInstances.humanoidRootPart.AssemblyLinearVelocity = directionVector * realSpeed
    characterInstances.controllerManager.BaseMoveSpeed = realSpeed
    characterInstances.controllerManager.MovingDirection = directionVector
    characterInstances.controllerManager.FacingDirection = directionVector
    characterInstances.controllerManager.ActiveController = if characterInstances.groundSensor.SensedPart
        then characterInstances.locomotionController
        else characterInstances.airborneController
jolly ginkgo
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try using VectorForce or VectorVelocity

broken valley
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in order to get the same feeling I want, the maxforce would need to be too high

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causing the part to fling when colliding with a wall

jolly ginkgo
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you can disable the max force

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and you can also disable the force if anything touches the part or make it not collide

broken valley
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oh really?

jolly ginkgo
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if I'm right there's a setting in VectorForce called ForceLimitsEnabled lemme check

blissful pagodaBOT
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jolly ginkgo
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oh in the LinearVelocity

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gosh I forgot it was called like that

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I'm using this in my movement system (updates every frame, not much impact)

broken valley
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this is with vectorvelocity

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it's about the same

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@jolly ginkgo

jolly ginkgo
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I meant linear velocity or vector force, but I don't see the stutter. I don't think it has great impact on the gameplay

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oh wait

broken valley
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sorry, i also meant linearvelocity

jolly ginkgo
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in the beggining

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when it's parented

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Try with physics stepping method adaptive

broken valley
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about the same, if not slightly less consistent

jolly ginkgo
broken valley
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that's correct

jolly ginkgo
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Try turning off anything that can affect this

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Wait

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Try viewing it on the server

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If you can

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Just make the script fire the event every 0.5 s

broken valley
jolly ginkgo
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Well it doesn't lag on the server am I right?

broken valley
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correct

jolly ginkgo
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try making cache and create a bunch of parts and put it in there. Then just grab a part from cache when it needs to be used. Parent the parts to something else like ServerStorage

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I may even have a simple cache script

broken valley
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you might be onto something

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maybe creation causes extra delay?

jolly ginkgo
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that's a server script also @broken valley , do not put it into module

broken valley
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Ive got to go for now, but I'll check back again here in 5 hours-ish

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I really appreciate the help

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@jolly ginkgo

jolly ginkgo
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👍

dawn canopy
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its not stuttering for mw

jolly ginkgo
errant pond
broken valley