Hello, I have tried to make a server-client ball system to combat delay. However, the lag is still visible on the client due to network ownership switching. I have tried updating the client ball’s position to the server ball in a runservice loop along with pausing the loop for a split second when the ball gets hit. The server ball’s network ownership is set to nil in a while loop, but the client ball isn’t so it automatically switches network ownership to the nearest player. This makes it look choppy on the client, but I do not know how to combat this because if I set the client ball’s network ownership to nil, it can not be tweaked on the client.
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