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.
This would be amazing - canāt believe it isnāt already a thing
Are there any updates on this feature as of now?
Iāve been waiting for a while and I hope to see this added in a near future!
You might wanna check at RDC instead
Iām happy to say that unreliable remote events were announced at RDC! Looking forward to finally closing this 4 year old feature request
Would you mind linking us to the video where this was mentioned? Canāt seem to find it.
Finally, inner peace at last! It will be so cool.
Hello i donāt really understand how that could be usefull, can someone give me an use case ?
RemoteEvents ensure that all data is recieved by the server, uncorrupted. It your lagging, that could be a while.
Some games fire RemoteEvents every frame or heartbeat, to update something constantly. If they resent dropped packets, it would be wasting effort as more recent packets would have been sent out. We should be able to tell it to ignore dropped packets since we sent new ones out immediately anyways. It will improve latency and reduce data usage!
Didnāt expect a new instance to do this, but yeah, this is good. UnreliableRemoteFunction probably wonāt exist, as they are required to be reliable.
Where/How do you get that information from ?
Just download the .exe, run it, select the zIntegration channel and hit Compare to Production.
(the executable might get detected as a virus)
You can now try them out in studio, you will need to force an FFLAG. You can use roblox studio mod manager for this.
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