hello everyone. i’ve recently been having trouble getting precise time that replicates towards both server and client, i’ve tried 3 ways so far:
-
tick()
- would’ve been great, but apparently it’s not replicated to client, so it causes funny time zone issues in the game, but not when i’m testing in studio -
os.time()
- is replicated to server and client, but not precise at all! -
workspace.DistributedGameTime
- same issue astick()
for me.
so, is there any consistent way to do this? in case there is, i want it to work fast, because i’m going to use it for a precise time clock lol.