Send data to all clients without sending data seperately

I want to send data from server to all players without sending it seperately because the task for server is too demanding, and while I understand it will stress the client, there is no other way.

The data we are talking about are too big to be done with stuff like stringValue.

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.

1 Like

oh Wow that is amazing! I checked the methods in documentations but I guess I just missed the
:FireAllClients().
Also I know how to use RemoteEvents /RemoteFunctions, but I will further thank you for anyone whom searches for the answer! Big :+1:.

I just hope its not generated by AI haha

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