I’m trialling some different methods for a Projectile System -
Currently my method is:
Creating 2 ‘Projectiles’ one on the Server and one on the Client - The client would then remove the Server Projectile, leaving the Client one.
I’m detecting whether a new ‘Laser’ part is in the Player by using .RenderStepped:
game:GetService("RunService").RenderStepped:Connect(function()
for _,i in pairs (Player.Character:GetChildren()) do
if i.Name == "Laser_i" then
if i.Parent == Character then
i:Destroy()
end
end
end
end)
My issue is that for whatever reason (despite this being a LocalScript) - The ‘Laser_i’ is being removed from the Server itself.