I am working on a firework that has the network owner of a client. If the client presses a key, then the firework can launch. To make the launch and explosion effect, multiple tweens must be used. This means that the effect should of course play on the client to make it as smooth as possible. The explosion cannot interact with any part of the world around it, since it is just a decorational object that can be claimed by players at this time of year.
How should I show a smooth animation to all of the players in the game that wish to see a firework go off? Right now, I am having the server fire all clients that are close to the firework effect through an unreliable remote event. Is this okay practice? I would normally use this tactic, but I am unsure of if there are any better performance enhancing tricks out there.
Visualization:
Client Presses button β Server receives request through default remote β Server loops through all clients and checks which ones are within 500 studs β Server fires those clients through unreliableremotes β Targeted clients play the effect