Hello, I have some concerns about this library. It seems that there’s a relatively long delay in remote events. Is this normal?
I tested in both the real game and Roblox Studio. These are 2 remote calls, one to the server, and one back. In my code, there’s no delay whatsoever and everything happens instantaneously.
(Studio footage:)
Yes I am using 1.0.9 right now and it’s completely normal now. You should look into the changes made in v.1.0.10 that might be causing these issues. Other than that, I think this module is pretty good.
You’re most likely doing Warp.Client(“SkinTone”):Fire(true, “1A”) or something along that everytime the button is clicked rather than storing it as a variable.
You’re talking about the Warp RemoteEvent? Yeah, that could cause the issue. It would be very strange though. I am currently running on v1.0.9 and I have no problems anymore. I might try the latest version with a variable instead.
Hi, I was planning on using this in a game where Remote Functions would get spammed a lot,
Under load, this module used ~1.8kb/s while Roblox’s RemoteFunctions used ~1.2kb/s
I’m using this for a gun system, I’m wondering on the gun client, do i need to do Network.client(“Remote”… Player.Name)? I am wondering this because i think if i just do “Remote” (on both server and client to connect them) it will cause the gun to break if there are 2 or more players in the server (the remotes of other peoples gun will trigger if the other triggers it). Also, is there a way to delete the remote we create? This might cause performance issues if the player continiously resets and the script keeps creating new remotes without deleting old ones (Thats called a memory leak i think) Thanks for reading