Are leaderstats shared between multiple places?

  • I have game with multiple places. I want to see all players ‘leader stats’ (all players from actual server, not all players from the game) no matter what place I’m in and what place other players are.

  • For now if I’m in same place as other players they can see my ‘leader stats’ and all players that are at place at the moment. Sadly when I move to other place I don’t see other players ‘leader stats’ and they can’t see mine (since they didn’t move with me to other place).

  • I want to know if there is some built in way of sharing ‘leader stats’ between places in same game? Or I have to do it manual by scripts?
    And if I have to do this manual, how? Since ‘leader stats’ are shown for player if he has '‘leaderstats’ folder, I have to create fake players in every place they are not in so any other player can see their stats?

What you want is impossible.
To display EVERYONES leaderstats would first of all, take up so much of the screen (Just imagine if your game has 1k people on it, that’s a leaderboard with 1k names on it) But also memory usage is another problem, again the 1k players would definitely be enough to crash most players.
But then, creating “fake players” is impossible, so you would have to create a custom leaderboard to display all this information, which again would take up a lot of memory usage, and a lot of rendering as well.

As DataStores are shared across places, you could maybe find a way to do this, but I would highly go against it due to the problems I pointed out.
(Plus, what game even requires everyones stats to be visible no matter what? Like, who cares who playing the game has the most of X?)

Sorry for the confusion. I didn’t mean all players from the game, only those from a single server.

I think I’ve seen this feature in other games like “Pet Simulator X”. The game has different ‘worlds’, which I assume are different ‘places’. In one server, you can have a maximum of 12 players, and you can see all of their ‘leaderstats’ regardless of the ‘world’/‘place’ you’re in and they are in at the time.

The different worlds in Pet Sim X (which is a terrible game and if you are recreating it or creating something similar please stop we dont need more of those “games”)

Sorry, I just really hate pet sim X like most people here, anyway, the worlds in pet sim X arent different places. They are instead separate maps which are all loaded separately to avoid overloading the GPU or CPU with rendering, which is why theres a loading screen when you change worlds.

So the solution to your problem is to rethink how you’re doing your world system.
(I seriously wouldn’t be able to play a game that forces me to go on a roblox loading screen every time I want to change maps :skull:)

But anyway, as you could still do the leaderboard with the different places, again I would highly recommend not doing that because there would be so many problems with it, like how can a player tell if someone is actually in the server or just displaying on the leaderboard without looking at the escape menu.

So, I would recommend seperating your worlds into a grid pattern in workspace, and putting all of them into ReplicatedStorage, and then let the client load them when required.

When the player joins your game, anchor their HumanoidRootPart, put them onto a loading screen that both waits for their data to load and load last world they were in, and then teleport the player to the worlds start point before removing the loading screen and unanchoring the root part.

Then, when swapping worlds, anchor the root part again and put the loading screen back on, put the current world the player is in back into ReplicatedStorage, and load the world their swapping to, and then again, teleporting the player to the world spawn before unanchoring the root part and removing the loading screen.

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Sorry, I just really hate pet sim X like most people here, anyway

That’s probably why it’s top10 biggest game at roblox? :wink: And also I didn’t like many things there, that’s why I decided to try make some of them better :smiley:

But thank you so much for your answer. I saw PSX works differently then ‘places’ inside my game and I thought I do something wrong. Your explanation makes a lot more sense to what I saw and problems I have right now. Thank you so much <3 This solves my problems, I just have to rethink my worlds system.

And to be clear, if I’m in PSX in any world, theoretically I can ‘fly’ somewhere around this world and I will see other players just running in the air (because their world isn’t loaded for me)? (Assuming their models aren’t delete for me).

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Well, here’s the thing, I’m actually not too sure how PSX does its worlds, what I just said is an assumption due to how the game manages stuff.
Either way it works, and y ou can easily make code to hide players by just making them transparent.

The whole “gameplay” is just click an item and wait for your “pets” to destroy it.
And then the developer has broken roblox TOS multiple times according to a lot of people, as well as him selling a 200usd plushie that gives you a pet ingame, with a insanely low chance of it being shiny or something, WHICH IS AGAINST ROBLOX TOS AND COPPA TO MY KNOWLEDGE.

Anyway…
So what I said is assumption, but probably accurate to how the game renders its worlds.
Its not that hard of a system to script, and it keeps your game running well.

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