Excessive Remote Events Fixes?

  1. What do you want to achieve?
    I would like to make a script following this logic:
    (spaceship fighting game btw)
  • player moves mouse
  • turrets on ship tween to look towards mouse position (seen by all players)
  1. What is the issue?
    If I fire an event every single time a player moves their mouse to replicate the tween, that seems pretty costly for the server. Are there any alternatives you guys can think of?

  2. What solutions have you tried so far?

None, just planning out the game before I make it.

Use an unreliable remote event, those do not guarantee delivery, or delivery in-order. The cost of these is lower and you can easily send one every frame. On the receiving side you can just take the ones that are in-order and discard the ones that aren’t.

Interesting! Which of these two ways do you think I should do this:

  1. Fire an unreliable when the player moves the mouse then fire it to all clients to tween it
  2. In a renderStepped loop fetch every player’s mouse position and fire to all clients

Maybe try to only fire an event when the tween has been completed.

(I can send an example if you are confused. and hope this helps :wink:)

The issue is how do all the players know to DO the tween

Also it’s worth saying that I’m trying to do the tweens on the client, nothing on the server.

If you’re doing the tweens on the client, what do you need a remote event for?

:FireAllClients
You could use this I guess

Ok, so:

player moves mouse so the turrets on their ship moves torwards that location via tween
for everyone else to see that I need to fire a remote event that then fires to all clients to replicate that tween