#NPC movements feels really laggy whenever I put Cframe.Lookat

1 messages · Page 1 of 1 (latest)

viral citrus
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I was thinking into maybeeee putting the lookat as a client thing, where the server would remote send the information to the client, it would pass down the target and npc, and then make it only when the npc is chasing somebody, that it would send such information to the client, and that visual would only happen in the client, but I'm afraid that would create a sort of visual bug, where the NPC wouldnt follow you due to being close in a certain orientation, but the player doesnt know that because for them it looks everything is fine

dusky estuaryBOT
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studio** You are now Level 6! **studio

stable goblet
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im not a total expert or anything, but i think cframes are smoother than vector3s

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try using that

unreal dagger
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lessen the delay

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you can just create a seperate thread and run the CFrame.lookat() part there with less of a delay and it would look fine

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then you dont have to worry so much about overwhelming the client with information

mystic remnant
viral citrus
viral citrus
# unreal dagger lessen the delay

The delay on the loop is .heartbeat, which is supposed to be frame by frame, im not sure if there is something that can be more smoother than hearbeat, maybe i could try using different runservices

viral citrus
viral citrus
viral citrus
mystic remnant
viral citrus
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i might do the lerping on the client