Easier and more efficient way for :FireAllClients()

I have a game that mainly relies on each client to get the same cutscene at the same time. However when bug reports come in, I find these are the scripts that have the most bugs. Here’s how it works; I trigger the :FireAllClients from a server script, which goes into a localscript in which I hold every single client event in the server. From these events I change the camera, guis, parts, etc. The problem is, I feel as if this is just messy, buggy, and downright not reliable. I was wondering if there is an alternate more efficient way of doing this.

I’m a bit confused by this as FireAllClients is the most efficient way of doing what it does. It sounds like you have other things that are causing problems.

But if you want an alternative for some reason, you could just iterate through all of the clients and fire a single client each iteration.

Maybe it’s that the network calls are getting dropped for some reason? I don’t think that this is necessarily FireAllClients fault. Have you thoroughly checked your code to make sure there isn’t a bug in there? You could just not rely on the server to tell the client when to play the cutscene, and have the client determine it for itself?

Hmmm ok. I was just asking to see if there’s another way to accomplish this. Seems to me my code within the events is the mistake here. Thank you.