I’m trying update to the server using GetMarkerReachedSignal and make changes on the server whenever an animation event is fired.
The problem is, I have many events the server would be fired to a lot causing a lot of performance issues.
I tried bringing GetMarkerReachedSignal onto the server but I have no way as everything is client-only.
Is there any way I can make these changes to the server with performance issues?
Example code(NOT WHAT I WANT):
animTrack:GetMarkerReachedSignal("Event"):Connect(function(param)
if param then
Remotes.ToServer:FireServer()
end
end
try to use Blindable Events? im using the animation events and i didnt got this problem. anyway try these
I can’t use bindable events because I want to move my changes on the client to the server through GetMarkerChangedSignal. Which would be extremely imperformant with FireServer due to repetitive firing.
oh excuse me, i meant Remote Events.
Just saw your edit, try to use Unreliable Remote Events, these got added to fix these perfomance issue with the events
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Hello, try a rate-limiting mechanism.
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Rate-limiting mechanism, are you referring to a debounce?
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Ah yeah I didn’t think of that, unreliable remote events are good but they will be fired a lot and some might not be registered.
I’ll use that for now though I think.
system
(system)
Closed
July 22, 2024, 8:36pm
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