#Updating mouse/part from server to client and client to server

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plush flare
#

im creating a part on the server and then setting its ownership to the client AND THEN shooting a remote to tell the client to constantly update that parts position im trying to create a barrage of projectiles that FOLLOW the mouse/part cab anyone help?

#

local function createMouseTrackerPart(player, character)
local userId = player.UserId

-- Clean up existing tracker
if mouseTrackerParts[userId] then
    mouseTrackerParts[userId]:Destroy()
    mouseTrackerParts[userId] = nil
end

local hrp = character:FindFirstChild("HumanoidRootPart")
if not hrp then return nil end

-- Create the tracker part
local trackerPart = Instance.new("Part")
trackerPart.Name = "MouseTracker_" .. player.Name
trackerPart.Size = Vector3.new(2, 2, 2)
trackerPart.Transparency = 0.5  -- Make it semi-visible for debugging
trackerPart.Color = Color3.fromRGB(255, 0, 0)  -- Set color on server
trackerPart.Material = Enum.Material.Neon
trackerPart.CanCollide = false
trackerPart.Anchored = false
trackerPart.CFrame = hrp.CFrame * CFrame.new(0, 0, -3)
trackerPart.Parent = workspace.Effects

-- Set network ownership to the client and WAIT for it to complete
local success, err = pcall(function()
    trackerPart:SetNetworkOwner(player)
end)

if not success then
    warn("Failed to set network owner:", err)
    trackerPart:Destroy()
    return nil
end

-- Small delay to ensure network ownership transfer completes
task.wait(0.1)

-- Verify ownership transfer
local owner = nil
pcall(function()
    owner = trackerPart:GetNetworkOwner()
end)

print(trackerPart.Position)
print(character.HumanoidRootPart.Position)

print("Network owner:", owner)


if owner ~= player then
    warn("Network ownership not properly transferred! Owner:", owner)
else
    print("Network ownership successfully transferred to:", player.Name)
end

-- Store reference
mouseTrackerParts[userId] = trackerPart

print("Server: Created mouse tracker part for", player.Name)
return trackerPart

end