I always see people talking and saying to do effects/particles stuff on the client. Meaning firing all clients and doing the effects from a localscript so that nothing needs to replicate. (I think anyway)
So I was wondering how this all works? I couldn’t find a straight answer really.
Does using FireAllClients with a remote event and having code somewhere else client-side handle stuff performance-wise/visually better than just doing effects on server? And why?
And if this is better, does that mean I need a specific remote event for every single effect in my game?
TLDR: How do you do client-side effects and particles? And is it worth it?
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When you do the effects on the client, you are minimising load on the server and reducing how much data needs to replicate from server to client.
I have a LocalScript in StarterPlayerScripts with one RemoteEvent that listens for all effects requests. When the remote is fired from the server, I pass what Effect type I want the client to play, check the value passed and play the appropriate event.
The RemoteEvent for effects are fired from different weapons and from different server scripts but they all use the same RemoteEvent to communicate with the clients.
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Ah I see.
Oh I never thought of just using one remote event, that’s smart.
Thanks for the response!