Server doesn't Replicate Values to Client with ReplicatedStorage

Obviously Clients can not replicate their stuff to their Server but for some reason i feel that you could always replicate stuff from the Server to the client with ReplicatedStorage automatically.

Basically i have a Boolean Value set to false by default for both server and client in Replicatedstorage.
From a script that is in Server Script Service i change the boolean value to true but it stays to false for the client… What’s the best quick way to Replicate Values from server to client without using Remote Events and Functions??

Example we have a bool value called “Boolean” In replicated storage and we run the code below in a script

local Bool = game:GetService("ReplicatedStorage").Boolean.Value 
Bool = true
print(Bool)

And we get that the Bool is true on the server and if we print it on the client we get that it’s false

Change it to this. In your code you basically set the variables value to true and not the actual boolean value

local Bool = game:GetService("ReplicatedStorage").Boolean
Bool.Value = true
print(Bool)
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try this

local Bool = game:GetService("ReplicatedStorage").Boolean 
Bool.Value = true
print(Bool)
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I find it a little weird why the other way around wouldn’t work but i guess it is what it is. Thanks for the help everyone

It’s because you changed the variables value which is false to just true so it would look like this

local Boolean = workspace.Boolean.Value – true or false only the variables value will change
Boolean = true
Boolean is now just true

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