Send Part From Server to Client RemoteEvent

I want this script

	local BulletCasing = Casing:FindFirstChild(Bullet):Clone()
		BulletCasing.Position = script.Parent.Scope.Position
		BulletCasing.Parent = workspace
		game.ReplicatedStorage.AddDebris:FireClient(Player,BulletCasing,"Casing")

to send BulletCasing to the client remoteevent
But the problem is that
It is nil when sent

inside client script:

game.ReplicatedStorage.AddDebris.OnClientEvent:Connect(function(P,Tipye)
	if Tipye == "Casing" then
		wait(script.Parent.CasingDebrisTime.Value)
		if P then
			P:Remove()
		end
	end
end)

Why dont you just create the bullet casing on the client, or a better alternative, fire to all Clients to Create the Bullet Casing, using the Server for such a small detail isnt a very good idea

2 Likes

Ok I will switch to client instead of server that would be better for performance anyway

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