Hello. I’m making a sensors system that is NO WAY to be made on server side. As I use physics on client side, I can’t trust that server won’t mess up.
So, I made a simple part collusion detection script. The thing is that I can’t let server know what part. Is there way for client to replicate information to server about part via events? Thanks!
This is a really bad idea to allow client to server replication in this manner, it’s a back door waiting to happen.
And as far as I am aware it’s not possible to send Instances via RemoteEvents/RemoteFunctions to the server, because the parts are you trying to send do not replicate back to the server and are therefore replaced by nil
I don’t want a new part. That’s a thing. I probably have one part that is no way to be checked on server bcs i use physics on client side. I need if player ever passed this part it would react even if player have connection problems and bypassed it for server… I don’t even think about making a new parts. This part exists on both sides and i don’t really understand why the hell it’s impossible to check if the part on client and the same part on server are same…