Isn't changes from the client going to be rejected by the server?
So why is the position updated while its unanchored? it didn't change the size though
Does this have anything to do with Part's NetworkOwner?
Also I made a script(Not local script), to kill player when it touched the brick,
But the thing is on the server side (With the smaller version of the part) The player is not touching the part, but on the client side (With the Bigger version of the part) the player touched the part and the player died
So does this means .Touched events check for collision on the client side? If yes, are there other Events that check things from the client side?
Sorry still noobs at this Server client relationship
Game is Experimental mode disabled (Filtering Enabled) btw
Set the part's NetWorkOwnership to nil. This is a problem with pathfinding NPC's too because if u enter a radius they start to bug and move slower and update slower.
Here's a sample code, sometimes it might change back.
part = script.Parent part:SetNetworkOwner(nil)
Isn't changes from the client going to be rejected by the server? So why is the position updated while its unanchored? it didn't change the size though Does this have anything to do with Part's NetworkOwner?
Confirmed, This is network ownership's fault
Though Answer regarding the .Touched event is still wanted though .3.