So I have a system that duplicates 3 parts (server side) for every player, creates a group named after the player, and places the parts in a group. these parts are then referenced on the client. additionally a collision group is made for every group of cloned parts, also named after the player for specific referencing. everything works as expected when solo testing two remote events (both are from client to server) determining when the parts are “enabled” and “disabled” (see video).
one “enabled” print from the client, then another from the server, showing that the event was properly picked up and executed.
The issue comes during multiplayer player testing (local server). It seems that the events will fire an amount of times equivalent to however many players there are in the server. I already tried a debounce that allows the event to fire only once EVER but it somehow still fires multiple times.
enabled/disabled fires twice at a time (once for every player)
the post was originally made for help on an issue where changes from the enabled event were applied to EVERY player’s 3 cloned parts. That has been fixed but I still want help on why the event might fire multiple times on the server, since I think it might lead to performance issues in highly populated servers (not too sure though).