Game relying on remote events

I have been brainstorming ideas for my games and I have started to roughly sketch out a design for my game. I noticed that the whole backbone of the game are remote events and functions and this seems like the most probable way of designing my game. Before starting though, I had a few questions about remotes that I worry might hinder my development time and game performance:

  • Say I have 30 remotes in ReplicatedStorage, will that cause memory leakage or lag?
  • Can exploiters take advantage of remotes and use it for serverside validation?
  • Is it the best practice to use remotes for script-to-localscript communication, or vice versa?
  • Any major setbacks with using remotes (not related to exploiting or lag)?
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30 Remote events won’t lag the server just name them all differently.
You may need to add some of your own scripting to prevent hackers, but filtering enabled should do fine some hacks are unbeatable right now.
Yes remotes and functions are easier and a good practice for linking scripts and local scripts, but I wouldn’t say the best.
Remotes usually lag if you fire them off at a high speed. Have some kind of cool down and you will be fine.

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