#Physics Breaks Down When Player Approaches

1 messages · Page 1 of 1 (latest)

faint perch
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As seen in the video below, when I approach an assembly that is under the influence of physics and constant calculations, the assembly starts to glitch out. I tried setting the primary part's NetworkOwner to nil but that didn't seem to work. Any ideas?

split cobalt
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im guessing not

faint perch
split cobalt
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so youve got a couple options:

  • simulate the ship and waves on the client, so they have near-full control over their own version of the physics, with the server only guiding them where they should be
  • anchor the boat, which will make behaviors such as momentum difficult but it will maintain server-authority and not glitch out like that
faint perch
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If I can find a solution I will close the thread.

split cobalt
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id recommend doing the first option, which may make it slightly out of sync across clients but will be easier in the long run to control with less latency

somber shoal
faint perch
wispy pelican
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are nearly always better

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than cframe

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imo

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theyre so good

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ive found if u use cframe with renderstep or whatever

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it looks jagged asf at lower fps

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but if u use alignpos/alignorien