For my game, a server script will need to use :FireAllClients() on a remote event to communicate a position and material of an object to all users in the server.
The problem is, I’m worried if the remote event is fired too quickly, it will cause lag to all clients. I’m thinking that I could just disable the client’s script which detects the remote event, or I could just delete the client’s remote event.
Would either of these options prevent lag? Is there a better alternative?