What does it mean? I couldnât find anything about that in the documentation and I donât understand why itâs giving me this error.
A little while ago it worked perfectly, but I donât understand what I changed and since I donât understand the error I certainly canât know.
the only way to define event in client side is by having the identifier being registered on server side first. you also can customize the yield timeout by adding like this .Client("Name", { yieldWait: 10 }) so now it will wait for atleast 10s now until it registered on the server.
If youâre aiming for performance gains utilizing normal remotes Iâd recommend my module BufferConverter for serializing and deserializing datatypes:
Can also use this for occupying less space in datastores
I think heâs right, though. âNetworking librariesâ are just wrappers around RemoteEvents that do some extra computation to minimize bandwidth. As long as you know what youâre doing, thereâs not even a reason to use one, except the case where 1. you do need some specific functionality and 2. you donât want to do it yourself.
Anyway, just go with whatever you like. Just make sure it doesnât get in the way.
The issue ive encountered with network modules is that sooner or later I run across some sort of bug with the module and then find out its no longer being maintained.
And I either have to try fix the bug myself, which is a hefty task which would probably take as long as just writing my own, or I have to swap out all my networking over to a different system. I run all my networking through one module so this is easy to do but ive had to do it 3x now as each networking library I use doesnât seem to have been battle tested in an actual game.