As I’m expanding my game, my Remote events/functions, Bindable events/functions are getting so much that it’s hard to manage.
How I create my events:
Create the instance in Replicated storage
Access them in script
New ones keep getting added on and I forget to delete old ones. Any suggestions on how I can manage them? Any frameworks or modules that makes it easy to create these events in code instead?
AeroGameFramework (alternatively, Knit) is pretty cool. The former is a framework while the latter is designed more as a library and way to communicate between code easily, including networking. It’s really helpful for any large project to have a coherent structure rather than code strewn around freeform.
The items I linked above still follow that “create and access” pattern you’re currently following but the good point about them is that it abstracts that process away from you, so you virtually don’t have to worry about them besides knowing what their names are and how to fire/connect to them.
Should be noted that these are detailed resources. If you’re looking for a module or something to purely handle networking and not code structuring/communication as well, I don’t have one handy.