Tower Defense logic (optimization)

I’m currently working on a tower defense game and had a few questions regarding unit movement and replication:

1- What’s the most optimized way to move a Humanoid-based rig through multiple waypoints?

2- If my rig is stored in ReplicatedStorage, should I clone it on the client or server if I plan to handle movement client-side for smoother visuals?

3- If movement is handled on the client, but I want the server to handle verification, does that mean I need to fire a RemoteEvent to all clients every time I spawn a unit? And if I’m spawning a large number of units, could this lead to network performance issues?

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  1. have it walk using Humanoid:MoveTo(vector3, part)
  2. have the server create it and then give network ownership to the client. the client will do the physics for the walking but itll still be replicated on the server with no extra work for you.
  3. you can very easily check if all the dummies are where they should be (still in bounds, check their movement speed, etc.) given the dummy will be on the server, just controlled by the client.

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I tried MoveTo() and it doesnt seem like the most optimized solution in hand. Any other recommendations you would have?