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Re: How do I turn filteringenabled on?

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kentpent1234 is not online. kentpent1234
Joined: 29 Dec 2010
Total Posts: 220
24 May 2016 01:57 PM
For the client only when he is in-game.

I don't know if it is in the Roblox Studio settings.

Thanks
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sparker22 is not online. sparker22
Joined: 11 Mar 2010
Total Posts: 846
24 May 2016 03:00 PM
FilteringEnabled property is a member of the workspace object.
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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
24 May 2016 03:30 PM
"For the client only when he is in-game."


what "client only"
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sparker22 is not online. sparker22
Joined: 11 Mar 2010
Total Posts: 846
24 May 2016 05:10 PM
FilteringEnabled can only be modified by the server. (Changing it clientside has no effect) and FE applies across the game.
Its either on for everybody or off for everybody. You shouldn't even be needing to turn it off/on in-game.
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kentpent1234 is not online. kentpent1234
Joined: 29 Dec 2010
Total Posts: 220
26 May 2016 01:31 PM
I need to :L oh well
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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
26 May 2016 01:32 PM
"I need to :L oh well"


whatever you're trying to accomplish, you're doing it wrong.
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kentpent1234 is not online. kentpent1234
Joined: 29 Dec 2010
Total Posts: 220
26 May 2016 01:46 PM
Hmm it is quite hard to explain but I will try to explain simply.

Basically, pretend there is a ball. I want to make the physics respond quickly for the client. If other players are near the "ball", the physics tend to lag.

hope you understand
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gskw is not online. gskw
Joined: 05 Jan 2013
Total Posts: 1364
26 May 2016 01:57 PM
Part:SetNetworkOwner()?
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SpeedySeat is online. SpeedySeat
Joined: 06 Jul 2011
Total Posts: 3048
26 May 2016 01:57 PM
^ That isnt enabled yet.
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Trioxide is not online. Trioxide
Joined: 29 Mar 2011
Total Posts: 32902
26 May 2016 02:24 PM
^ Yes it is?
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sparker22 is not online. sparker22
Joined: 11 Mar 2010
Total Posts: 846
28 May 2016 11:00 PM
Lol, whut.

Network ownership API has been out for a while now.
You're really behind SpeedySeat.

Anyways, you still don't need to disable/enable FE in-game. Physics bypasses FE. The network ownership API does give you control whether the server or which players will calculate it since it uses distributed physics.
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