How do I make the trails invisible to a player using a local script. basically I want my game to be for everyone and I want it to also have an optimization option
The solution is just to tell each client to generate their version of the trails.
If a client has optimization mode on, don’t tell their client to make a trail.
(use remote events)
A different solution would be, on the server, have trails always active, but ON EACH CLIENT, check if the optimization option is on.
If it is, then hide all the trails you need, whether it be all of them or only the client’s.
Make sure the check for optimization is on a LOCAL SCRIPT.
But that wouldn’t be optimized bruh.
That would still take up memory, and the standard in vfx replication is to use remote events.
In addition to this, the server is already basically sending a remote event to create the trail in the first place and its good to have consistency.
The fact is that every trail that my game has is cloned from one moment to the next and the server clones it, so a new trail is automatically created, whether the client wants it or not, and I need to know if Roblox has a configuration for it @LaxThyBoltious
This is something you need to change, vfx should only be created when a client needs it.
In other words, when a player fires a weapon, it creates a server-side trail (bullet) for the other players to see as well.
Man I have been scripting going on 3 years, I know that.
You don’t create trails on the server, you just make the server tell the other clients to make the trail.
I already found a different solution than I thought thank you very much the truth
What was the other solution?
I am pretty sure that my way is most performant way.
In my experience, trails don’t take up much memory by themselves, so I don’t see why you’d need to disable them in the first place.
Its client vfx replication. It’s not specifically trails, its that you do it that way,
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