I'm curious. If you put invalue and boolvalue in ReplicatedStorage

I’m curious.
If you put invalue and boolvalue in ReplicatedStorage and use it,
Information can be transmitted to the server and client.

But I don’t know where this is different from the remote.

For example, on the server, when a timer goes to 0, I fire various events all as boolvalues.

I thought this would be efficient, but after hearing the stories of several developers, they say that the remote is better.

So, when executing multiple events with one keyword, can you tell me which one is better if the same information is delivered to multiple people?

ex) When the server timer becomes 0, multiple players move to different maps (places).

Any instance that both the server and client have agreed on are the same instance will have server side changes replicated to the client, but not the other way around (for security)

This is everything in Workspace, Players and ReplicatedStorage (and some other less used services)

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So, is intValue or boolValue the one-way role of passing information?

When storing the server’s timer value, sometimes the number does not come out of the ui timer. So, is it a problem caused by the server’s instability?

In almost all cases the server doesn’t get updates from the client. The client will always see changes from the server though. This affects pretty much every object and every property with a couple exceptions. So in a sense it does work as a one way remote just using Roblox’s default replication. You certainly could use this for a timer. I would suggest using a remote event when passing data just because it becomes clear in the future that you intend communication between client and server from that object since a value doesn’t communicate that by itself, but at the end of the day either works.

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The translation is not good, the official manual doesn’t make sense. Even if it’s troublesome, can I get an example code for understanding?