I am creating a bomberman game where I can move on a grid of 5x5 studs. When I create a bomb on a cell of a grid I made so people that are already standing on it dont collide with the bomb until you leave it, just like on the classic games.
The problem is that I am using a while true do loop with wait() to check if the distance between the bomb and the player is enough to destroy the "NoCollisionConstraint" objects. That, along with the fact that it's a server script, makes the script not function properly on high ping situations. When I play my game for example, my ms is 200+, and if i go back and forth from a cell when I spawn a bomb it makes me teleport a bit to the sides or even the top of the bomb, which must be the physics of the game moving an unanchored part away from other parts.
Is there a way to make it so I can check the game faster or smoother? I tried touchended but it didnt quite work.

4 comments
using runservice (stepped) will be faster but I can't guarantee it'll be good in bad ping situations. You can try checking on client side and firing the event, that'll be a good method ig. I believe there aren't any other methods for "faster" detection, i may be wrong though.
Oh and i meant stepped on server, you can use renderstep on client
Yep. I was thinking of making a check serverside and another one clientside, so if hackers would stop the local script from running the server would keep going. They can still climb the map this way though.
Thanks man, It worked fine. Sadly, now I am thinking that even by removing the nocollisionconstraints made by my scripts when set to, hackers can still produce other constraints locally and sort of noclip things, but I am to find that out.