So basically for my game you control a cube via some physics calculations and such. You are able to fight other cubes bc you have weapons. The physics for each players cube is determined locally because it uses player inputVectors which can only be accessed through local scripts. This in turn causes latency issues where it looks like your hitting another player on your screen but not on theirs. If I change movement to server side I would have to call like a billion remote events a second to send user input data for physics calculations over and over. Or can I reduce latency another way?
I want to achieve server-sided movement for custom player cubes using inputVectors or reduce latency between players controlling movement locally
local Controls = require(player.PlayerScripts.PlayerModule):GetControls()
local inputVector = Controls:GetMoveVector()
How I get input vectors ^^^