Chose what to replicate

This is probably stupid and the short answer is “No”. But is it possible that I add X parts in the workspace with server script, but it replicates only Y parts to the specific clients, based on players position (and/or other player data)?

Edit (better example)

So I was hoping that I can create server side like 4 cubes, and show only 2 to particular client. But then if I update those 2 server side, the change is replicated. So it would be win win - I show only for client what is needed but in same time keep the advantage of replicating updates (server dictated).

Edit

Have done a lot of readying. Seems there are only workarounds. like deleting the part client side. :frowning:

You could use a remote and fire to specific clients, but that is about it /shrug

You mean like creating the parts but no adding to workspace and then sending to client some to do so?

The client would create the part. The server would just then :FireClient the remote event when necessary

This is kind of good, until you want to update the parts or do some tween. Then it get’s too complex. So I was hoping that I can create server side like 4 cubes, and show only 2 to particular client. But then if I update those 2 server side, the change is replicated. So it would be win win - I show only for client what is needed but in same time keep the advantage of replicating updates (server dictated).

If the way you want this to work is that when the player is too far away from a part, the client doesn’t see that part, perhaps you could try using StreamingEnabled. However, you can’t have much control over it and it might not work in this situation. I’ve also seen some people say that it’s actually more efficient to do tweening on the client.

Yeah. Streaming is bad, because it doesn’t unload stuff, unless it gets out of memory.