That is a fair comment to make. At that point though, if you have server latency affecting remote calls, it becomes a general topic regarding your game’s optimisation and memory usage reduction over network traffic, which is worth a separate discussion on its own.
Definitely a good point to recognise though. It takes all kinds of experimentation to get down the verification that you think would be appropriate and useful for your game.
Sorry for bumping a year old thread but I’ve looked up how I can fire all client except one client and couldn’t find a way to do it, can I have more explaination on this?
You need to use your own problem solving skills to understand what is being said here. The explanation is in the post itself: you call FireClient for every player except the one who shouldn’t be receiving the event. From that, you need to discern:
How do you get all players in the game?
How do you call FireClient for all players in a list of players?
How do you prevent your code from doing anything if a certain condition is met?
You can find answers on the Developer Hub as well as with trial and error.