Not really a “scripting question” but I just want to know if this will kill my game or this is completely normal cause I never made a “big” game
It all depends, could you show the names of the remote events? You could probably connect them. The more connections you make in your game I believe it does have an impact. Not sure if it is a big one though.
I mean you should be good, you could try and merge GunEffect and GunHitEffect and Fire you could just make it all one handler and pass through the State (Fire, HitEffect, GunEffect). But other than that you should be fine. If you are worrying about performance you can always use a networking library… I personally use NetRay - High-Performance Roblox Networking Library but it’s up to you if you want to refactor your remotes to use a Networking Library. If you have any further questions let me know.
I was wondering if I have more remotes will it causes issue cause I don’t know how many remotes a semi-big game typically has
You would be surprised hahaha, some games have a ton of remotes. But trying to optimize them and make them into one category can be better.
Example
GunRemote:FireAllClients({shooter = player.Name, fire= true, hitEffect = true})
Then on the client you accept the data you know you need the shooter to show the
Gun effect at their muzzle… then you can wait for the hit to land then play the hitEffect
An example some guns you may not want a hitEffect so you can leave the table false.
It’s a little more complex but i believe a bunch of combat games do this. I don’t know how your system is set up but basically pass a table through with some data / future data to prevent using more networking usage.
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