From what I can find online, a remote event can be fired a maximum of 20 times a second.
RS.RenderStepped:Connect(function()
if LookAtMouse then
local MousePosition = mouse.Hit.Position
Character.HumanoidRootPart.CFrame = CFrame.lookAt(Character.HumanoidRootPart.Position, MousePosition)
end
end)
This script above will update the player’s rotation from a local script, which doesn’t update the rotation on anyone else’s screen. A remote event could be used, but it would only update the player’s rotation a maximum of 20 times a second.
The first idea that comes to mind is to use multiple remote events. For example:
Remote1:FireServer(information)
task.wait(0.05)
Remote2:FireServer(information)
task.wait(0.05)
This would require 3 remote events to update 60 times a second, and every player would have to have their own 3 remote events. However, there would have to be a server script to detect every single one of these 3 events for each player in the game, which (more than likely) isn’t the most efficient way to solve this issue