I’m currently trying to make a tutorial cutscene, however, I have no idea how long it’ll last as it depends all on what I’m doing the cutscene for.
I’d need to find a way to know when FireAllClients finishes, a callback, or something. I looked into using RemoteFunctions instead of RemoteEvents, but unfortunately, there is no InvokeAllClients. The reason why I need to use FireAllClients() is because then everyone experiences the cutscene at once.
If I were to make a for loop on all the players and then run the InvokeClient() on each player, the cutscene would happen separately. So I’m at a big roadblock.
I just need to find a way to know when the function that happens when FireAllClients() is called, or a way to make all InvokeClient()'s happening at once.
I considered a coroutine, but having 12 of those seems like it wouldn’t be the best idea.
You can use
spawn() instead of
coroutine which is almost the same thing.
for _, player in pairs(game.Players:GetPlayers()) do
Is it better to use than coroutine? What’s the difference between the two?
Spawn() is just coroutine with a
wait() at the start, it won’t help you in this case.
spawn will not be executed right away while
coroutines can be useful if you don’t want a certain task to be executed right away. There isn’t a huge difference between the two. You can read more info in this post made by another member.
Is having multiple courotines/spawns a bad thing?
You can fire the event again from the client to inform the server that it finished the cutscene on that client.
As far as I know, you should avoid having too many coroutines since they are basically creating new threads in a script and having many threads won’t be very efficient.
I see. Do you think this would be better than having 12 courotines or spawns?
I would choose spawn over coroutines. (I just realised you were asking @BenMactavsin, oops)
Why would you choose spawn over coroutines?
And it’s okay haha. The more knowledge the better
As I said, having too many threads created by coroutines won’t be very memory efficient. And in my opinion, spawn is easier to use than coroutines.
I see. Thank you so much for the help! I wish I could mark a solution for both of your guys’ replies lol
coroutine is recommended over
spawn() is a hold-over from roblox’s old 30hz pipeline.