When I was adding the Field modelisation to Becants I saw that the server is sending the Field part by part, it is too much slow for my game sometimes… But if the Field were generated by the client it would be better but I must have a copy of the Field on the Server…
It would be like a solid part on the server not sent to the client.
Also Becants is in Development, if you expected a clean game, don’t play here!
You’re post is not very clear at all but if you wanted to create a part that only existed on the server you could simply just have each client delete the parts that you want to only exist on the server.
I don’t want clients to delete the parts since the parts will be send then deleted…
It’s the sending of some parts that I want to block
Parts that I want to be ServerSide shouldn’t be send to the Client
What is a
fdsafasfasdfasfasfsafasfadsfasfa
And explain again why you need it only on the server.
Because when it is sending all the parts (it can get to millions of parts) the Client is almost doing nothing…
The server don’t send anything but theses parts…
If the Client needs Server to know something, it can’t…
Realize that if you have a millions of parts on the server, the server will lag as well.
If the lag is your issue, find a solution that doesnt invlove so many parts. Maybe try using StreamingEnabled as well.
There is no logical use to have a part only on the server. If you insist on having parts only on the server, I reccomend you just build a table of positions to simulate parts on the server, rather than physical instances.
Since I have no lag, it’s not the lag the issue…
And I will need physical parts to support collisions
That would crash your game/computer/server immediately.
Thats what’s remote events/functions are for
That does not make any sense.
You’re going to have to explain you’re goal and how you going about accomplishing that goal more clearly so we can offer you a solution.
The only use case I can think for parts that only exist on the server is some sort of weird pathfinding issue you are trying to solve in which case there are plenty of other tricks to use.
I dont mean to be rude but, do you speak another language? Maybe we can help you find a developer that speaks another language you’re better at explaining yourself in?
I’m using Remote events and I don’t want the server to send the Field’s parts since it sill be generated by the client with a little LocalScript and wen theses parts are send, the Client must wait until end of the part’s sending to use Remote events…
I’m better explaining in English
Remote events can fire without needing to wait for the background part loading. Scripts arent affected by the transfer of data in the background.
In fact, sometimes it must wait
Pourriez-vous m’expliquer exactement ce que vous essayez de faire en français?
Hacky Solution
It’s impossible to restrict a BasePart
to server-only replication. Whatever the server replicates to the client.
Hacky and not really a good solution; in order to stop BasePart
from replicating to the client. Use a client script, aka LocalScript
, that removes it upon addition.
workspace.DescendantAdded:Connect(function(descendant)
if descendant:IsA("BasePart") then
descendant:Destroy()
end
end)
Hmmm… En fait, je suis en trains d’essayer d’avoir des “Parts” sur le Server sans envoyer ces derniers au Client
It was already said, and it will still send the Part