While replicated storage can be accessed by both client and server, it kind of defeats the whole purpose of filtering enabled, right?
So, I’m assuming it should be in server storage and the client should access it via remote events/functions?
I would try server storage since replicated storage is more risky.
Wdym defeats the whole purpose? If a client edits a value in replicatedstorage it won’t replicate to server and client can’t receive data from serverstorage regardless of how they get it from.
Yea what @weakroblox35 Said. It really doesn’t matter as it still has that filter. Both ways will require remote Events. Only difference is that the client can read the values if they are rep stroage Vs. The server stroage where they won’t exist on the client. Though again, if they change the values on the client, the server won’t replicate. If your worried about exploiters, you should focus on handling the Remote events/Functions that change these values and making them secure
You got no worries in placing your playerdata in replicatedstorage, if it’s data that should be available for the clients anyway. Just make sure that the client cannot manipulate said data.
Like if you would like to have value-objects stored in folders for each player or something, and then just have a connected function on the client listening to whenever these values updates. (As a example)
Oh yeah, I may have forgotten. Sorry.
youre totally correct i had a massive brain fart and got them confused lol
how exactly do i make remote events and the like secure?
There is different methods. It depends on the game and the data used. Often you can provide checks (For ex. Money in a shop. You can check on the server if they have enough money to buy item. etc.) There is certain ways you can do this, but more context is needed. Remote events won’t always be Secure, Exploiters can call remote events, so you will want to handle securing them on the server and detect if they were truely called by a script