I wanna make it so a part updates in every server so lets say I make a script that changes a parts size or position it also updates in another server for the same and does this for every part that gets updated.
Use this to communicate with other servers. Will require some thinking about how you can apply it in your works. In terms of hints: use PublishAsync to send the changes made and SubscribeAsync to read the sent changes, then accordingly change parts.
Make sure you’re only sending numbers, strings, booleans and/or tables. MessagingService should only be used as your medium for sending data between servers but your server scripts should be using the received data to modify accordingly.
Like AeternarMemori said, you should probably use MessagingService for that.
It has been a while since I have used it, but I think you would do something like this;
messagingservice = game:GetService(“MessagingService”) --get the service in the script that updates the part.
messagingservice:PublishAsync(“BLANK”, “INFO”) --“BLANK” is where you put the name of your message channel (you decide it), and “INFO” is where you can put the message if you want to.
–That line of code will send a message to insert channel name here with the string you attached to it.
messagingservice:SubscribeAsync(“BLANK”, function(info)
–part update code here
end) --this will listen for messages sent to “BLANK” and will fire when the server receives the message. “info” is the string, table, or whatever you attached to the message, but I am pretty sure you don’t need to attach anything if you just want to fire the event.