I’m fairly sure they do from what I’ve read in other posts as they queue up if many are fired at once. If this turns out false, you could put a “count” variable in the request or something. What is the use case though? Also, don’t fire it too many times as you may hit a limit although no one is sure what that is yet.
The player could fire a “loaded” function or something with a server listener (To know when they are loaded) and then the server could return a table with the values that you would otherwise be sending several times.
I’m fairly certain that they’re received by the client in the order they’re sent, so events are fired in order, too. I’m basing this on my own experience and the fact that Roblox uses TCP, which guarantees that packets are delivered in the order they’re sent.Roblox uses RakNet, which uses both TCP(?) and UDP, so I’m not sure. Apparently RakNet sequences the packets automatically.
Still though, why fire multiple events over just a single table returned by a RemoteFunction or something. I wouldn’t want to risk the limits they are setting (not sure what they are and I should probably test) as if many players join then firing 3 remote events or however many every time would be a lot of that data limit (I’m assuming).
Where is this quote from? It’s pretty hard to figure out what I meant without context edit oops nvm, apparently you can expand this.
I should’ve worded this better. Here’s what I meant:
Event invocations are started on the server in order. However, if they yield execution at any point, the continuation - code that runs after yield - will not be ordered between different invocations. So if you have a user interface that submits a remote event that performs data store updates, you need to be careful about not running more than one at a time - which could be implemented with a remote function since the client will wait for the server to finish updating the data and can block subsequent calls while pending calls are in progress.