So basically I have a RunService RenderStepped that makes the Hip Motor6d face my mouse position but it doesnt replicate to other players so I was wondering whats the best way to go about this.
WAY 1:
Should I fire a remoteEvent every RenderStepped so the server will be the one to change the C0 of the Hip Motor6d?
WAY 2:
Should I change the C0 of the Hip in my client then fire a RemoteEvent which replicates the newly changed C0 to other clients?
firing a remote every frame is the easiest way to overload a server, you can just fire a remote every ~.3 seconds and have the server tween the movement to simulate smooth movement
Yea, actually that`s a good idea, but it will create a “laggy” effect to other players. It will seem as the player is lagging.
For my games i use the second way. I fire a remote event each frame, to the server, and the server fires to all clients except mine (becouse i change my C0 in the client), and the client will also check for the OnClientEvent of the remote event, to update the motor6d’s C0 of other players’ character. It works pretty fine, but as you said, firing each frame isn’t really good for the server, same thing if you update it from the server…(i believe). So if you guys found another way that is better, you will help 2 people instead of 1.
it wouldn’t make a noticeable difference between tweening with a quarter of a second delay between each motor updates and a constant motor update if you use a smooth tween effect, and the client would most definitely not notice other players’ half a second delay in tilting enough to dedicate effectively most of the server resources into having it be as seemless as possible, when the more resourceful alternative is only slightly more choppy