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StreamingEnabled

Supported. The architecture is server-authoritative, and the server sees the full world under instance streaming — every system that decides anything runs server-side and is unaffected by what any client has streamed in: Zones sweeps, Replica interest, NPC senses and pathfinding grids, anti-exploit, kit validation, MoveKit’s grounded probe, hit detection.

Client-side presentation:

  • InteractionKit prompts are server-created and parented to their tagged parts — they stream in and out with the part, and triggers re-validate distance server-side either way.
  • ProjectileClient, AudioKit emitters, and RagdollClient operate on wire data, pooled local parts, and the player’s own character — no dependency on streamed world geometry.
  • BonePhysics binds bones on models the client can see. Player characters persist under streaming by default. For NPC or prop rigs a client binds chains on, set ModelStreamingMode = Persistent (or handle rebind on stream-in) — a model that streams out mid-simulation takes its bones with it.
  • NPC models may stream out on distant clients while their server brains keep acting. That is cosmetic: hits, hearing, and pathfinding never depended on the client copy.

Anything your client code holds a long-lived reference to (BonePhysics binds, custom viz attached to world models) should be Persistent or rebound on Zone.Entered/stream-in.

Server code needs no changes.