What I tried was “local ping = game.Players.LocalPlayer:GetNetworkPing() * 2000” as I found in a topic by QuantixDev, but it doesnt return the exact ping shown in the Shift + F3 panel.
use remote function
local RemoteFunction
local function GetPing()
local Start = tick()
local ServerTime = RemoteFunction:InvokeServer()
return ServerTime - Start, tick() - ServerTime
end
local Sent, Receive = GetPing()
print("Sent ping: ", Sent, "ms\nReceive ping: ", Receive, "ms")
server script below
RemoteFunction.OnServerInvoke = function()
return tick()
end
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local ping = player:GetNetworkPing()
This gives you the one-way ping. Multiply by 2 to get the full latency.
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