if you wondering what im using the library for, its a game inspired by someone else’s game where you can control a player in a game using python + lua:Control a player in roblox - Roblox
its like the stream game you joined before but with virtual keyboard and other stuff slapped onto it to control the computer. Its been in the works for 1+ years with just me developing it.
most of it is on :Invoke due to remote events duping connections.
What does it mean? I couldn’t find anything about that in the documentation and I don’t understand why it’s giving me this error.
A little while ago it worked perfectly, but I don’t understand what I changed and since I don’t understand the error I certainly can’t 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.
I think he’s right, though. “Networking libraries” are just wrappers around RemoteEvents that do some extra computation to minimize bandwidth. As long as you know what you’re doing, there’s not even a reason to use one, except the case where 1. you do need some specific functionality and 2. you don’t want to do it yourself.
Anyway, just go with whatever you like. Just make sure it doesn’t get in the way.