I’m currently working on an area chunk loader for my game, but I only wanted certain areas to be locally cloned so that only certain players can ‘see’ it. (Eg. When a player enters a house, the house interior is cloned ONLY for that player because other players who aren’t in the house don’t see it, thus saving some game memory.) I only decided to do this because my game is kind of big. (Around 15k parts.) and I wanted to further optimize it for lower-end devices.
I already know how to load and unload area chunks from the ReplicatedStorage via client locally, but I heard Replicated Storage still takes a decent amount of client memory even when not being used, and that alternatively to use ServerStorage. But the problem with that is how would I clone a House Interior from the ServerStorage on to client locally to one player?
Um i think this is not possible. First of all in theory probably it would be more expensive to have the server to transfer files to a client like that. Also you don’t have access to a player Workspace or ReplicatedStorage from the server so how would you transfer files? The server has access to a Player Gui,Backpack and Starter Gear nothing more than that
PlayerGui is the only single-replicated gateway between the server and a client, or so I’ve been told. The server can send the information to a single client via that client’s PlayerGui without having to send it to everyone. Seems to check out, but I haven’t reached a point in my project to determine best practices, my initial assessment was surface-level, and my scenario doesn’t quite match yours.
It should be noted that a lot of games with homes utilize some sort of system like this, and they do probably use ReplicatedStorage. That is because the homes are constructed from a blueprint, so to speak. If your areas feature a lot of common assets, you may be able to devise a similar system that will inherently use less memory because you’re only storing, say, one tree, then telling the client twenty places where that tree needs to go rather than storing twenty trees, each at a different point in space.