The client returns a time that is exactly 2 hours ahead of my local time. However UTC time is 6 hours ahead of my time zone. For some reason os.date(“!*t”).hour returns the correct UTC hour on the client.
I can vouch for this, some players devices are very much out of proportion with the server. Will be able to clarify what device this was (since this seems to be device dependent)
While this seems to be unintended (according to the Dev Hub), it is useful to get the user’s local time. We just did a live event in my game and some parts of it relied on the user’s local time.
Although this wouldn’t solve this bug directly, I would recommend you check out the DateType datatype as I have found it far easier to work with when dealing with time compared to tick() or os.time().