How would you reduce the amount of data recieved for a tween?

So currently, a partial solution is to play the tween on the client, but I want the server to play the tween too so it can detect when the tweened part (acting like a bullet projectile) is touching another object.

I have tried to send a remote event to delete the parts on the client, but it seems like the data is still being replicated to the client, producing a lot of data for the client to receive.

How should I address this problem?

I’m a bit confused on exactly what you’re trying to achieve here, maybe sending a piece of your code could help?

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Essentially, I want a tween of a fireball on the server to not be replicated to the client to reduce lag.

So this is the tutorial that I am watching to put tweens onto the client side so there is less network traffic due to the server replicating a tween constantly

So lets imagine that I am making a fireball move with a tween. I am currently using a remote event to send it to the client, so the client localscript will play the tween to reduce data sent. This means the fireball will move on client side, but not server side.

Now on the server side, I need it to tween, so the server knows when the fireball touches someone to damage them. If this data is replicated constantly to the client, it will lag the player.