Slow communication client to server

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I have a script that moves the arms based on mouse position though i need to replicate it to the server but it has a slight delay using remoteevent in a loop to send the C0 information
  2. What is the issue? Include screenshots / videos if possible!
    the delay is somewhat noticable
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    communication from server to client so getting information with remotefunction from localscript and applying it straight to script but it still has some delay
    After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!

I just want to know if there are any other methods to achive less delay.When in a local script there is no delay( i also tried using a fake hand so in the client it doesnt seem like there is a delay but then other problems came up when i wanted to hold weapons)

Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.

So you’re trying to move the client’s character on the client?

You shouldn’t need to replicate at all in that case, the client has full network ownership of its character and should replicate automatically.

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well, im trying to move the right shoulder and left shoulder C0’s and that doesnt not also apply to the server when i do it locally

Depending on how many requests you are sending per second, you could just be overloading it. Try adding a short cooldown.

im using runservice.stepped on local to send the fireserver request but after changing the loop to while wait(0.01) it looks the same if not worse

RunService.Stepped fires roughly every 10-20 milliseconds (see below from 3 samples).
image

This is still way faster than a RemoteEvent can handle. You might have to choose between smoothness and performance in this.

Rotate it on the client and the server using unreliable remote events

Also remote functions will give you the worst delay possible for anything

if i want smoothness how would i achive that?

i cant rotate it on the client and then on the server because that makes it so it rotates 2 times on the client since one is instant and the other has a little delay and it seems like is lagging. Also what is different using unreliable remote than normal remote?

Unreliable remote events allow you to send data that won’t always be received, so the server doesn’t hold up everything waiting for one packet. And also the client will take precedence over the server because it will update faster