idk i used the same datas with remotes and bridgenet2
i was sending it every frame, with remotes 5.5recv while with bridgenet2 i had 7 recv
idk i used the same datas with remotes and bridgenet2
i was sending it every frame, with remotes 5.5recv while with bridgenet2 i had 7 recv
i’m making a tower defense game, and i found that sending remotes like that is far more efficient in therm of recv (no ideas why) than most other methods (ex: sending a remote when a single tower shoots), i basically just send every tower that are attacking in the current frame to the client by like “parenting” each towers id to the enemy id they are going to attack.
here in the image i’m sending it using bridgenet2 which somehow gives me worse recv than using a normal remote (i already said earlier the difference). No idea if it is due to some limit in therm of speed or smth like with remotes
Have you tried sending arrays instead of dictionaries? I believe that’s where BridgeNet will outperform remotes.
If there’s a bug with this I’m cooked I wrote my whole game with BridgeNet
use Warp instead its 40% faster than bridgenet also bridgenet is discontinued i believe.
bridgenet2 is not discontinued, its just the OP (original poster) rarely update or forgot to update it on devforum, but it updates on Discord Server (Roblox OSS Community) & Github.
ok
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This is still supported, it’s just that there’s not many updates I can do to BridgeNet2.
I released a new networking library named ByteNet that supersedes BridgeNet2 though, based on buffers.
Thank you SO MUCH for this networking library. The improvements are HUGE, especially when firing from client to server, its not even CLOSE.
When I was firing 140 blank remotes from client to server each frame, my ping spiked to 9k ms, the sent was about 125kb/s. And after using BridgeNet2 my ping only spiked to like 60ms max, and the sent was only about 40kb/s.
If other modules are repeatedly loading I think that gives you your answer
that’s fair, (yeah it was a stupid question) just wanted to confirm. Thanks for your insight
No problem, hope you fix the issue👋
yep i tried, still was worse somehow
That sucks then. You can try using buffer modules like Zap or ByteNet which perform much better than BridgeNet2.
ok i’ll try those, thanks for the help
How would you go as to use :Wait instead of :Connect?
Hi. So, while working with BridgeNet, I came across something that I can’t call a bug, but it NEED to be fixed
so, I have a defibrillator that has server and local scripts located in the tool. they establish a connection with each other, and everything would be fine, but every time after “disconnecting” one of the bridges (for example, the death of a character. after his death, when the defibrillator is equipped and two NEW defibrillator usage bridges are created) the event on the server is triggered more and more often
For example, an event on server is usually triggered once. If a player dies with a defibrillator in his hands, the event will be triggered twice on further use and so on.
if someone has a similar problem, then please help with advice
heres the code
-- Client side
local DefUseEvent = BridgeNet.ReferenceBridge("DefibUse")
--no context needed
DefUseEvent:Fire()
Server side
DefUseEvent:Connect(function(plr)
print(plr) -- prints two times is player died with def in hands
end)
Why are you having a server script inside a tool? That’s your own user error. Have a singular script handling it in serverscriptservice.
Is there no automatic :FireAllInRange() feature as there were in V1?
Is there a way to bridge a RemoteFunctions?