> ## Documentation Index
> Fetch the complete documentation index at: https://docsuncv2.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# isnetworkowner

Checks whether you (the client) own a part's physics simulation.

```luau theme={null}
isnetworkowner(part: BasePart): boolean
```

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

| Parameter | Type       | Description                     |
| --------- | ---------- | ------------------------------- |
| `part`    | `BasePart` | The part to check ownership of. |

## 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.

<CodeGroup>
  ```luau Example 1 theme={null}
  <<<<<<< HEAD
  local owner = isnetworkowner(workspace.Part)
  =======
  -- isnetworkowner(part: BasePart): boolean
  >>>>>>> 50e30f53759b0538759af25c9b271514aa2c9290
  ```

  ```luau Example 2 theme={null}
  local part = workspace:WaitForChild("Crate")

  setsimulationradius(10000)

  if isnetworkowner(part) then
      part.AssemblyLinearVelocity = Vector3.new(0, 200, 0)
  else
      warn("server still owns this part - move closer or raise the radius")
  end
  ```
</CodeGroup>

<Tip>
  Only unanchored parts can have dynamic network ownership assigned to clients.
</Tip>
