Currently the only way to send parts to one specific client is as follows:
Clone Model from ServerStorage
Place into PlayerGui. Yield until Client confirms download
Delete Model from PlayerGui
This is costly because of the cloning & deleting.
I would benefit greatly from a Function that functions like Parts in Workspace:
Player:SendModelFromServer(Player, game.ServerStorage.Model)
Use case:
I use this method to download individual maps to players in the same server. It’s a teleport download, and in practice allows for infinite variety of maps to each client, without breaking their Memory requirements.
I use this method to download individual maps to players in the same server. It’s a teleport download, and in practice allows for infinite variety of maps to each client, without breaking their Memory requirements.
Here is another failure of the current system: even the Client has to clone the model, or else the server’s Authority will delete it locally.
As it stands this feature request stands no chance because you haven’t followed the feature request guidelines, you need to include real use-cases that highlight why you need to do this. E.g. The last time I ran into this need my design was awful and better redesigned than implementing something like this.