I’m not aware of any. Also, if the server just automatically gave away direct connections between players (which would probably involve giving the IPs) it sounds like a huge security risk.
Just to put a context, i will have a main account connect to alt account devices to be able to have more motion sensor than normaly to be able to track addition motion. With the classic technique the motion will be tracked only maximum 20 times per second with is not a lot but with 40 it will work as expected. That the reason why i’m searching for an alternative of the base technique. But as i said in the post, can you optimize the base technique?
I don’t think it’s possible (with an unmodified roblox installation) unfortunately. For security reasons, every communication to the outside has been put behind the proxy of a server, for one, to protect users from getting their IP stolen, or worse for 1:1 exploits to hack players.
I’ve maybe got something with module scripts and i have a question relating to it. If i make a module and inside i store the value that are supposed to be communicated with the other client will i be able to acess them for the local script?
I decided to do everything on the server so the information get sent from the client directly to the server which remove the need to replicate so i will be able to run it 40 time per second hooray!