One way to send data from the server to all players without sending it separately is to use RemoteEvents or RemoteFunctions. These are objects that allow the server to send data to the client, or allow the client to send data to the server.
RemoteEvents are one-way events that can be fired by the server and listened to by the client. RemoteFunctions are similar to RemoteEvents, but also allow the client to send data to the server.
To use RemoteEvents or RemoteFunctions, you can create them in a ServerScriptService script, and then connect to them in a LocalScript on the client. You can then use the :FireAllClients()
method to send data to all connected clients.
If the data you want to send is too big to be sent using simple string values, you can serialize your data to a more compact format like JSON or MessagePack before sending it. You can then deserialize the data on the client side.
Note that sending large amounts of data to all players simultaneously can still be a demanding task for the server, and may cause lag or other performance issues. You may want to consider optimizing your data or sending it in smaller chunks to reduce the impact on server performance.
On the server, create a Script in ServerScriptService and define a RemoteEvent:
-- Define a RemoteEvent
local myRemoteEvent = Instance.new("RemoteEvent")
myRemoteEvent.Name = "MyRemoteEvent"
myRemoteEvent.Parent = game:GetService("ReplicatedStorage")
-- Fire the RemoteEvent with some data
local myData = {1, 2, 3, 4, 5}
myRemoteEvent:FireAllClients(myData)
On the client, create a LocalScript and connect to the RemoteEvent:
-- Connect to the RemoteEvent
local myRemoteEvent = game:GetService("ReplicatedStorage").MyRemoteEvent
myRemoteEvent.OnClientEvent:Connect(function(data)
-- Do something with the data
print("Received data:", data)
end)
In this example, the server creates a RemoteEvent called MyRemoteEvent
and fires it with some data. The :FireAllClients()
method sends the data to all connected clients.
On the client, a LocalScript connects to the RemoteEvent and listens for incoming data using the OnClientEvent
event. When the event fires, the data is printed to the output.
Note that in this example, the myData
variable is just an array of numbers, but you can use any Lua table that can be serialized to JSON or MessagePack. You can also use RemoteFunctions instead of RemoteEvents if you need to send data back from the client to the server.