Client to client communication with no latency

I want it so that once a player shoots a bullet, all the clients will render it. I would like it to act like a FireAllClients event but it will be fired from a local script. Is there any way I can do this without going to server which could cause latency?

It’s not possible due to the major security issues it would make.

There is no way to do that. Information passing through a network will always have latency.

Allowing clients to send information directly to other clients is a big security issue. The only way for client-client communication is using the server as a “middleman”.

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