All of my guns in a game, have a script similar to this but with different bullets, and all of them are lagging for half a second right after they're fired. Some bullets are also rotating. I tried setting network owner to nil as other people said, but there was no difference. Also tested in a local server.
local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * Speed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, Duration.Value) LaserShotClone.Parent = workspace LaserShotClone:SetNetworkOwner(nil)
Thanks