Local effect to server

Is there a way to apply the locally executed effect to the server so that other players can see it too?

i tried to use RemoteFunction but it’s bugging.
i wanna make it work when it just appeared on server so can’t use RemoteEvent.
there is a way using value and checking it with While and If but it must be lagging.

Is there any good way?

The best/only ways to do this are the methods you’ve already mentioned. If you can provide some code I may be able to assist you with a solution that will for for your needs.

the bugging main script has longer code but i did like this way.

--StarterPlayerScripts
local Part = workspace.FirePart

local function trail(RandomNumber)
	if RandomNumber >= 5 then
		Part.Script.RemoteFunction:InvokeServer(Part.Fire, true, RandomNumber)
	else
		Part.Script.RemoteFunction:InvokeServer(Part.Fire, false)
	end
end

while game:GetService("RunService").Heartbeat:wait() do
	trail(math.random(0,10))
end
--workspace.FirePart.Script
script.RemoteFunction.OnServerInvoke = (function(player, Fire, Enable, Heat)
	if Enable == true then
		Fire.Enabled = true
		Fire.Heat = Heat
	else
		Fire.Enabled = false
	end
end)

well this working well but my main thing(the script containing longer code) bugging. even i just

print("A")
RemoteFunction:InvokeServer("Working")
print("B")

and

RemoteFunction.OnServerInvoke = (function(player, Print)
	print(Print)
end)

it just print “A” and stop.

so this situation

--blabla
local function Trail()
	--blabla
	blabla.RemoteFunction:InvokeServer("Working")
	--blabla
end
--blabla
while RunService.Heartbeat:wait() do
	--blabla
	Trail()
	--blabla
end
--blabla

ok RemoteFunction super slowing my script. i will stop trying to use RemoteFunction