Tweening on client doesn't work

Hello, I want to tween a client sided object for 1 client. However, my original code isn’t working.
It’s fired by a remote event by the server if a player touches a part.

Code:

	local part = game.ReplicatedStorage.Part:Clone()
	part.Parent = workspace
	part.Position = workspace.TargetPartEffectPosition
	local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0)
	local tween = TweenService:Create(part, tweenInfo, {Size = Vector3.new(20, 20, 20)})
	tween:Play()
	part:Destroy()

Thanks!

You missed a dot while doing ‘Vector3.new()’

It still doesn’t seem to work.

If you get any errors, what’s the error when you try to tween?

I get no errors for some reason.

Add print statements to your code? That way it’ll be easier to find where the problem lies

The problem here is that you are literally destroying the part the moment you tween it, so yes it starts tweeting but then it gets destroyed. Try this:

	local part = game.ReplicatedStorage.Part:Clone()
	part.Parent = workspace
	part.Position = workspace.TargetPartEffectPosition
	local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0)
	local tween = TweenService:Create(part, tweenInfo, {Size = Vector3.new(20, 20, 20)})
	tween:Play()
        tween.Completed:Wait()
	part:Destroy()