For example, some players load and playing the map, processing physics in it and similar things.
But other piece of players don’t even know about this map exist.
It is assumed that all players do not have characters from the start.
For example, some players load and playing the map, processing physics in it and similar things.
But other piece of players don’t even know about this map exist.
It is assumed that all players do not have characters from the start.
For all i know there are 2 ways you can go about this.
Teleport the player far away so that the map is not streamed in for all other players.
The server still simulates the parts and physics and you can do sanity checks.
However simulating a unique map for each player can cause a serious load on the server.
Do everything on the client side.
Parent the map to ReplicatedStorage and have the client parent it to workspace.
This way the client has to simulate everything and for the server and other players the map doesn’t exist.
Here the server doesn’t simulate anything so server performance will be great.
But because the map doesn’t exist on the server, the server also can’t perform sanity checks for anti-exploiting.
Anything you do on a local script (with some minor exceptions) does not affect the server or other clients in any way. So if you load a map on the client using a local script, nobody else can see it. If you run systems with local scripts, it won’t affect anyone else.
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