Packet - Networking library

I’m getting the exact same error as well, except I’m sending dialogue data from the server to the client so players can play dialogue:

local function replicateDialogue()
	RemoteEvents.Dialogue:Fire( DialogueUtils.getCurrentScene() )
end

-- some code...

replicateDialogue()

I’m already making sure packets exist on the server before the client, so I’m not sure what else could be happening.

do i need to send over boolean1 in the script that sends it differently, and interpret it differently on the receiver, or do i just send it over like any normal remoteevent

can it send a model? like remoteevent do?
remotes.StartDriving:FireClient(player, boatModel)

it can send any kind of instance if you use Packet.Instance type, although that instance would have to exist both on the server and client somewhere

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Is there a way to accurately measure how much data im sending or receiving between the server and client. I recently came across some OS resource called packet profiler and it works fine for stuff but doesn’t work that well with packet since the remotes don’t have names and what not.

This is not possible with 3rd party plugins as they dont include buffer compression into consideration

Only robloxs built in network overlay includes compression

https://create.roblox.com/docs/reference/engine/classes/Stats

Well I meant for individual scripts or packets