Client Server Player Inventory Interactions

I have run into a fork in the road when it comes to designing a inventory system for my game.
The main problem deals with updates pertaining to the updating a player’s inventory (note that this inventory system is similar to games such as minecraft).

The main problem I am facing is how the client should receive data regarding their inventory.
The current implementation:
Client sends inventory modification request ⏎
Server sends inventory data to client ⏎
client updates guis to match received data

The other implementation I think may also work:
Client sends inventory modification request ⏎
Player sends request to server to fetch inventory data ⏎
client updates guis to match received data

I want to make sure that other features such as containers (chests, vehicle inventories, etc.) can also work seamlessly with the workflow and am wondering if there are problems with the approaches I am taking or if there is a better way to approach the problem.

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to receive via the client, you must send a RemoteFunction to the server, which then will return a Table with the correct items you own and the slot they’re in. To set data, send a RemoteFunction with the new Data, preferably a table that will replace the Table for receiving. If you need more help or more info, let me know.

~ Sincerely, Ihaveash0rtname
“Happy Scripting!”