I guess my problem is that I want a faster trigger than RemoteEvent. So I was hoping to look into alternative communication. So is there any other known replication or communication from Client to Server other than RemoteEvent, RemoteFunction, and part physics replication (Network Ownership)?
The speed of a remote event I would assume depends primarily on a users bandwidth and that can’t really be sped up with alternate scripting/communication methods. Depending on what you are actually trying to create though, there are ways to more or less “Hack” the system to make it appear that the communication is occurring faster than it truly is.
Sure I’ll tell you all what I am attempting to do. So I was thinking of a system where animations are handled locally. That means that each client will have to manually animate at variable FPS for each rig. Due to the nature of competitive play you want the animation to be as accurate time-wise as possible. I came up with a few ideas: what if you are able to tell the time elapsed between the animation being triggered and when you found out it was triggered. Then you speed the animation up by that amount. If you do this method then maybe make the ability animation have a “windup” time in which they are about to do the ability. Lets say the windup time for ability 1 is 250ms or 0.25 seconds. Then two people with ~120ms of ping would be okay. The person activating the ability would see the ability winding up and the other person would see it almost instantly start happening!
This assumes that client A and client B are both synchronized in terms of time. And this only works to an extent of lag.
The other replies are good, and basically answer your question. So a summary: Yes, they are the only methods of direct communication to the server. This is for security reasons.
But I’ll also propose a solution if you can supply me with a few examples of your calls to remotes.
I’m mainly looking to see what kind (and the size) of data you’re passing.
Well I have not created any proof of concept yet but it would pass a unique trigger and then, possiblely later than the trigger, the time the trigger was sent. I have not looked into time synchronization. Every player controlled rig would be sending maybe 1-2 triggers per second. For simplicity sake, let’s say there is one player controlled rig per player, so you might be receiving triggers from 30 players. So 60 triggers per second. And a trigger will “trigger” an animation.