FilterEnabled and parts

You shouldn’t do this .touched doesn’t always return a player

And firing the client every time it is touched will just crash the game

See: FireClient and Touched. Touched passes a part. Aim to use GetPlayerFromCharacter from the parent model of the part. You can use either Parent or FindFirstAncestorOfClass(“Model”) for this.

@uugnut6 Would be more helpful if you replied with more information, like what it does fire with. Also just to be clear: firing the client in Touched events will not crash the game. Please get the right information if you’re looking to offer help.

(Also please try to post minimally! This isn’t a chat server, it’s a forum, multiple posts is sort of spammy - you can edit new content in.).

So everything seemed correct and it didn’t even give me an error but it still isn’t letting the “player” to go through the door.

Server Script inside part

local part = script.Parent
local debounce = false

part.Touched:Connect(function(touched)
	local Player = game.Players:GetPlayerFromCharacter(touched.Parent)
	if not Player then return end
	if debounce == false then
		game.ReplicatedStorage.DoorAccess:FireClient(Player)
		wait(10)
		debounce = true
	end
end)

Local Script inside StarterPlayerScripts

local Player = game.Players.LocalPlayer
local debounce = false
local part = game.Workspace["Leaderstat Door for tutorial"]
local character = game.Players.LocalPlayer.Character

game.ReplicatedStorage.DoorAccess.OnClientEvent:Connect(function(Player)
	if character and part:IsDescendantOf(character) then
		if Player.leaderstats.Money.Value >= 1000 then
			if debounce == false then
				debounce = true
				print(Player.DisplayName.." has went on the other side of the door!")
				part.Transparency = 0.5
				part.CanCollide = false
				wait(10)
				debounce = false
			end
		else
			print(Player.DisplayName.." doesn't have enough money!")
		end
	end
end)

Consider doing some debugging. You could throw some quick prints throughout the code to check what is and isn’t running. If your script isn’t producing errors but it doesn’t do what you expect it to do then it could be a problem of not having the right conditions met. For example, you’re checking if the leaderstat door is a descendant of the character yet it’s in the workspace so that obviously wouldn’t pass.