Client Performance Saving?

Last post of the day!
Let’s say I made a door that opens on the client using Motors.

Approach 1:
Let’s say in this approach I made it so where you have to be within 100 studs of the door before it :FireClient(player).

Approach 2:
Let’s say in this approach I disregard range and just do :FireAllClients()

Would it matter if I take either route? If I decide to do a range will that affect anything performance wise?
(I mean it does save a :FireClient()?)

If the door only opens on the client why would you tax the server with constant magnitude checking? Just do that on the client.

I agree with @InfinityDesign on this one. There’s no reason to make the server do this (unless server-side stuff is included with the door opening).

But I’m also confused with your 2nd approach. When does FireAllClients get invoked in that approach?

1 Like

Approach one fires less players than approach two, and perhaps I thought that would save some data or something, I already found the solution. Thanks for your help! And yes server-sided stuff was included with the door opening.

Doesn’t matter with either approach. I just ended up doing it on the server full-way.