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✓ ANSWER ACCEPTED

Weird client-server thingy behaviour ?

Look at this

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

6 comments

0

Probably a studio's bug

0

Just clearing something up. Does it work properly when the part is anchored or is it only doing this when it's unanchored?

0

Oh wait i misread, It works properly when it's anchored, and this happen when its unanchored

0

I'd assume it has something to do with how the move tool / resize tool in studio works. Try changing the actual size / position property in the object to see if that syncs.

0

It got even weirder, At first it work properly, no changes from the client is updated to the server.... until i get near(?) https://www.youtube.com/watch?v=kVt_GMKeoAA

2 answers

✓ Accepted answer

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.

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