I letting other players can see client Weld C0,C1 changing by receiving C0,C1 value with RemoteEvent.
But client firing RemoteEvent too much so other players receiving RemoteEvent started lagging.
well, client Lagging too.
I can’t slow firing Event and Slowing receiving RemoteEvent.
am not asking about how to slow them. do you have any solution?
You could try adding a debounce to the client script, so it can only be fired every X seconds / milliseconds
Debounce… Can you give me an example?
A very quick google search comes up with this:
Give it a read
Nooooo No No NO. i said i can’t slow firing or slow receiving.
i can’t use Wait() or Value to wait firing or receiving.
You aren’t exactly being helpful here…
Why can you not use a wait()?
What is your sending/recieving script?
I using one RemoteEvent for alot of welds.
and this welds changing every 0.001 secs.
If i add Wait() on firing or receiving, welds will changing slow looks like lagging.
Forummer
(Forummer)
February 6, 2022, 3:10pm
8
Just use a “.RenderStepped” event loop instead of firing a RemoteEvent instance every frame.
So, you mean don’t use
while game:GetService("RunService").Heartbeat:wait() do
RemoteEvent:FireServer()
end
but use
game:GetService("RunService").RenderStepped:Connect(function()
RemoteEvent:FireServer()
end)
?
Forummer
(Forummer)
February 7, 2022, 9:26am
10
You mentioned it was on the client.
Client firing RemoteEvent and server recieve it and fire RemoteEvent to other client