This is something you would put on the client. Sure, it would be easier to do this on the server if you want this to exist for everyone, but it is as equally possible to simulate this event on each client by synchronization.
You wouldn’t as the brick would be directly controlled by another player which would move unpredictably, this is only to visually show the huge impact packetloss would and does have for moving custom characters as they suffer from the same exact same issues.
The spinning brick is only a visualization of the impact of packetloss, not an example of something that could be done without UDP.
Doesnt RemoteEvents use TCP? And physics networking UDP?
All communication in roblox uses UDP, though effectively all ways the developers have access to is forced to be ordered & reliable (so effectively TCP) including remote events and any property changes.
As far as what developers have access to only physics and native character movement(excluding animations) replicate via an unreliable unordered channel, both of which developers only have very limited ways to interfere with.
I would really love the implementation of this for a system that handles replicating movedirection to the server. I believe that allowing remote events to be switched to UDP would make this system way more efficient than it currently is
Not only that, but allowing HttpService to be switched to UDP (if thats not already possible) would open doors to super cool stuff like efficient cross-server livestreaming.
HTTP isn’t meant for non-reliable communication, it’s meant for “hyper-text transfer” through reliable means, AKA TCP. What you are looking for, is websocket support.
I can’t wait for this at all
This would allow for more complex custom systems to be made on roblox (death to humanoids) and remove the requirement for a complex anticheat to put a bandage on legacy systems
Have there been any updates on this?
I can’t wait to see this implemented. Allowing developers fine tuning over things like this would help avoid a lot of lag and stability issues by prioritising certain remotes over others/allowing unimportant packets to be dropped to avoid remote heavy gameplay stacking packets in an eternal death spiral when there’s a big lag/ping spike.
Yooo, I’ve been waiting for this! Excited to see that it’s acknowledged by the staff.
Am tuned! When this gets released, it will be a huge quality of life update for games using chickynoid or their own custom replication.
You know, this would be something that would go nicely with the new shapecasts
Any updates on this? theres been no response since January and I cant find anything else about this.
Gonna bump this one.
Encountered an issue just now I really could use unreliable events for to fix, but alas.
I don’t expect this to be added anytime soon, it’s clearly not on the roadmap and the dev team doesn’t seem too eager to work on it, but I’d like it to float near top requests.
Bumping this too, crucial for net-critical systems
I’d be really happy if they added this, considering that if you try to make a server owned character now the input delay is really awful. This should already be in the engine, it would be extremely useful.
I have a game that needs this feature for a racing game mode. I would really love an update on this!
Bump! This would be fantastic and highly appreciated. Would love to avoid the TCP hangups!
Support, it would be very useful in my opinion. Even 6% of the packet loss is enough to broke your game which is frustrating.