Instance attribute replication question

Would creating an object on the client, and tweening it based off of server data be more efficient over the item being created and tweened on the server?

If so, how much more efficient would it be, and would it be worth the effort?


code examples | client, server options

client:ex

object = createObject

changeObjectRemote.event()
tweenObject()
end)
server:ex

function changeThing()
tweenObject()
end

In other terms, would the value of the tweened object be replicated to an excessive amount over the client option.

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Sorry if this was formatted/explained weirdly. I’m not the best at writing stuff >w<

Ideally you’d want the client to handle the visuals and the server to handle the logic, but I’m pretty sure this won’t cause any issues, as (I think) data is replicated at a fixed rate (60hz from what I can tell).

Yes, try to use the client when you can for animating things.

This is similar to games like COD, which servers run at a (disgustingly low) 20hz, that means the players movement would look jittery if the player is on a higher frame-rate, though the client smooths that movement out making it look clean.

Similar to your case, if you had a cube and moved it on the server but the server lagged/hitched so would your moving cube.

Sounds great, thank you friends for helping me! :blue_heart:

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