Merge instance references

As a developer it’s currently too hard to replicate instances which don’t move in a deterministic way, therefore using the physics engine would be suitable, however to create it you either need to:

  • Yield until the instance has been created and assigned the network owner, so the client can reference it.
  • Move from a previous generated pool of instances that were parented to the workspace and were on a position players wouldn’t see.

Considering developers wouldn’t like to delay those instances and keep the gameplay responsive, they could create these instances as soon as input is perceived however they cannot bind it to other replication mechanisms other than their own remote event replicator or workarounds. A local copy would then conflict with the newly created one by the server, even though you could consider it to be identic, it’s not by the engine. Until then any changes will be skipped if you don’t use the server instance.

To solve that the engine can provide an API:

  • So developers can tell it this local copy should be considered to be the same as the one in the server (merge)
  • To allow developers to provide a (player scoped) identification for those instances and keep the replication stream (so they can prevent for skipping physics during instance creation).
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