While I was researching destroying local parts, I found out that people prefer to use local scripts. But, since this is a local script, I thought it may be not secured. I had to go for CollisionGroup, but I have some questions:
Is it still safe to destroy parts from a local script? (For team doors, group doors, etc)
Is it ok to use CollisionGroup for collision filters with many parts? (Like all descendants of a player’s character)
Do you guys prefer to use a local script in creating local doors uncollideable or use CollisionGroup?
If this is the only deciding factor in your decision at the moment then just use whichever fits you better. Players will be able to destroy and no-clip through anything they want on the client unless you explicitly check for it on the server.
CollisionGroups sound like they’re better suited for this though because it’s part of the reason they were made.
Seems like my decision is a battle of memory and security, I may just need to test the memory consumption since focusing on server will be greatly important and that I really wanna focus on server validation. Thanks for the info!