Smooth Sync: Sync your Transforms Smoothly across the network

The server does not own something that isn’t also owned by the client, the server can be authoritative. Been over this. You’re setting the owner to a local player controller on the server and it’s not doing what you think it’s doing. The server stores all player controllers and all that’s doing is setting it to the first player controller it registered. I can’t explain this any other way, the design and your belief surrounding it is simply incorrect.

I think I was pretty clear. It doesn’t do what Replicates Movement does, it’s an entirely different system that solves none of the issues. Your plugin directly claims to be a replacement for it; it is not. That’s straight up misleading.

Not remotely similar.

No, but for your claim that it’s a solution for replicates movement you WOULD have client-side prediction (and without RPCs, because, as I’ve said a million times it can’t be owned and in that case you can’t call RPCs).

I stopped responding because I was going in circles, repeating myself over and over. It felt like you’d rather not make the plugin do what it claims and you also don’t want to update the description which is exceedingly misleading, I wasted a lot of time because I bought it on the basis that it is a solution to replicates movement. We’ve already made our own since which has proper non-RPC prediction and interpolation for corrections.

It works when you use it how it was designed and not how it says it is designed.