Are object values practical for updating the client?

I’ve seen a handful of games that use a plethora of object values and it seems like they’re used to store configurations or to have the server update it and then the client can read it and honestly it seems quite simple to do things this way, but how practical is this compared to using something like the replica module by loleris or just using remote events?

Edit: for clarification object values from what I’ve seen are geared towards game state things like timers, global scores, votes, etc for sending actual data like a players money or inventory probably not good to use object values.

It’s okay to rely on instances for replication, however, that’s likely not the best option.

For one, it’s less performant, requires more memory, and less customizable. The only benefit to instances for replication is that it’s more intuitive (easy to understand).

Making your own or using existing networking implementations can help. It might be more complicated at first, but, in my experience, it’s better (and cleaner) in the long run.

1 Like

I might still just use the object values every now and then because it does seem a bit easier can’t imagine it’ll be that bad for performance, but yeah that makes sense thanks for the response