I'm making a projectile system where you throw a ball where you click, and I use velocity to move it. I was planning on creating the bullet on the client to reduce lag and have an invisible bullet to see what it hits on the server, when I thought if there was a possibility that the client would have different velocity to the server, meaning the projectiles may go different ways than being identical?
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Is the velocity of unanchored parts identical on the server and client?
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Oh, it's totally possible. Between the client and the server, you're removing the linked physics that Roblox's replication has. If the physics state is different on the client compared to the server, you're going to get a different result.
This said, that isn't an issue. Roblox's physics engine is relatively consistent if you're doing the same scenario over and over, and even AAA games don't care about getting the physics perfect between the client and the server - Most games just care about making sure that:
- The client is smooth
- The effect is fast
- The effect is close enough
- The end result is consistent between the client and server (just replicate)
So honestly, don't worry about that inconsistency. You're definitely going to have bigger problems.
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