One way to make the finding of the wall more efficient, would be to give every wall, or even every object, an ID and put the IDs into a table, so you could easily get the object associated with that ID.
Since when can’t you send instances through a RemoteEvent? As long as the server performs a sanity check to see if the wall exists it should be fine.
i mean you can send instances through remote events but client sided instances can not be seen by the server because only the client can see it
and also the changes that are made on the client it cant be seen on the server
So you are saying the wall doesn’t exist on the server?
yes, because my system is to clone the interior on the client so it dosent lag for all players if the interior is complex
so i believe we found the solution for everything my main concern was the looping through the children, and considering it wouldnt lag that much then it wont be an issue in the first place
Still, do this to make it even more optimized.
I’d say that’s negligible if you compare it to the issues that arise with your current system. Not making use of the server for something like this because it could lag for other clients is absurd if you want to replicate it to other clients anyway.
now idk who to give the solution because both of yall help be
Just give the solution to the comment that served most useful so people with the same problem will refer to that comment and continue reading if needed.
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