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Checks whether you (the client) own a part’s physics simulation.
Network ownership decides who simulates a part’s physics. If the local client owns part, your writes to its Velocity or CFrame stick and replicate. If the server or another client owns it, the engine overwrites them on the next physics step. Ownership is automatic. The server gives an unanchored part to the closest player within that player’s simulation radius, and anchored parts stay server-owned. setsimulationradius widens that range, so you can take parts farther from your character.

Parameters

Returns

boolean - true if the local client currently owns part’s physics, false if the server or another client does.

Example

Expand the simulation radius to claim a far-away unanchored part, then confirm ownership before flinging it.
Only unanchored parts can have dynamic network ownership assigned to clients.