I am having a few problems trying to solve some of my replication problems again
I did post something similar however now I have a new question on remote events.
Are remote events limited?
I am asking this because for some reason I remember reading or looking about remote events being only able to fire a set amount of times.
I may be wrong. I did a test to see if this was true and I am still not sure if it is or isn’t.
I want to replicate a characters position and direction to the server every frame. Is this a good idea? or is to too much for the server to handle?
I am not sure how much Roblox servers can take in terms of remote events.
The reason why I am still stuck on how to solve my character controller whether or not sending either the player input or sending the character direction to determine where the player should be. In other words:
Yes, remote events are limited in my experience. When I made a similar looking code, I set my walkspeed higher and the script exhausted itself and gave an error that said something about the RemoteEvent being fired too many times.
This is a very inefficient and laggy way to do this. This will lead to a delay in movement for the client if you want to do it this way. Instead, you sure allow the client to obtain network ownership using BasePart:SetNetworkOwner(). A player should always have network ownership of their character or you will get unintended latency that will drive players away.
You should have a client script that controls movement, and a server that is making sure they aren’t teleporting, etc. Relying on the server to process everyone’s movement in a realistic timeframe is not possible.
Ah thanks for that however after reading the docs i found out this.
Network ownership cannot be set on anchored parts (anchored parts are not physically simulated). Calling SetNetworkOwner() on an anchored part will cause a script error, but just because you can’t set its owner doesn’t mean that ownership doesn’t come into play.
I am using anchored parts for my character… but thanks for your help. I have found a solution instead I can just store what the players input is and only call the remote event when the input changes. I still don’t know how I can get the player’s input constantly maybe I will have a delay or something.