Is there a possible way to get replicated, precise time?

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:

  1. 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
  2. os.time() - is replicated to server and client, but not precise at all!
  3. workspace.DistributedGameTime - same issue as tick() 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.

okaaaay nevermind i just found out about workspace:GetServerTimeNow(). how have i never heard of this before this is literally perfect.

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