I want to track a position set. However the position is set on the client, however to allow it to transfer to server I’m using NetworkOwnership. This means that anytime I adjust the position it is seen on the server and by everyone else. I want GetPropertyChangedSignal to pick up on the change on the server side after ive set the value.
However the server doesnt seem to class it as a proper PropertyChangedSignal and ignores it but still places the part in the correct location.
However this happens, as intended but has no log into the console it just logs this which unfortunately is just because at the start via the server I set this value.
Now of course I could just run a while loop checking but thats very taxing on the server, also i’d like to avoid using remote events. (which could increase server speed but that is a security flaw in this case)
ServerSide
Players.PlayerAdded:Connect(function(player)
workspace.TheRemoteEvent.Position = Vector3.new(0,0.5,0)
workspace.TheRemoteEvent:SetNetworkOwner(player)
end)
part = workspace.Part1
local function onPositionChanged()
print("My position is now "..part.Position.X)
end
part:GetPropertyChangedSignal("Position"):Connect(onPositionChanged)
ClientSide
button = script.Parent
function leftClick()
workspace.TheRemoteEvent.Position = Vector3.new(0,10,0)
end
script.Parent.MouseButton1Click:Connect(leftClick)
So does anyone know any less taxing versions that achieve the same results?
or fix the issue im having?