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All gameobjects have a "network owner" for simulation purposes (unrelated to "Prop Protection ownership" as the players would be more familiar with). A player should always own their own playermodel and guns and such, but props they spawn could be more fluid - by default everything is owned by whoever spawns it, but if you try physgunning "your" prop vs your friend's, its a huge difference in perceived laggyness since Sbox has no net prediction yet.
We can use gameObject.Network.TakeOwnership(); to change who is simulating an object - this could be useful anytime you physgun something (set owner to me), as a workaround for not having prediction. Testing suggests that constraints between different network-owners are extremely sloppy, so a contraption should probably always have a single network-owner - perhaps the toolgun should switch a whole contraption over on use, or there could be a dedicated tool (or hotkey) for it - initial testing implies its pretty instant and lightweight to transfer.
The text was updated successfully, but these errors were encountered:
All gameobjects have a "network owner" for simulation purposes (unrelated to "Prop Protection ownership" as the players would be more familiar with). A player should always own their own playermodel and guns and such, but props they spawn could be more fluid - by default everything is owned by whoever spawns it, but if you try physgunning "your" prop vs your friend's, its a huge difference in perceived laggyness since Sbox has no net prediction yet.
We can use
gameObject.Network.TakeOwnership();
to change who is simulating an object - this could be useful anytime you physgun something (set owner to me), as a workaround for not having prediction. Testing suggests that constraints between different network-owners are extremely sloppy, so a contraption should probably always have a single network-owner - perhaps the toolgun should switch a whole contraption over on use, or there could be a dedicated tool (or hotkey) for it - initial testing implies its pretty instant and lightweight to transfer.The text was updated successfully, but these errors were encountered: