Upon game loading, a part exists on the server but not the client. How is this possible?

When the server to client remote is fired, the server acknowledges that the part exists, however it is nil for the client, which is causing an error later on in the client sided script. How can this be fixed?

I know this is the issue because it works sometimes, but not other times, as well as my other methods of trying to fix it showing similar errors, and printing the barrier on the client returns nil. Its functionality is random.

Server sided code:


Client sided code:

Output:
image

What I have tried:

  • task.wait() up to 10 seconds
  • repeat task.wait() until game.Loaded
  • Removing repeat task.wait() until barrier
  • :WaitForChild()
  • :Wait()
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Ensure that you have no localscripts that delete the part, and also ensure that there’s no localscript that may tp the part to fall out of the map where it will be removed from the workspace locally.

Do you have Streaming Enabled on workspace?
image
If so, parts outside of the Streaming Range will unload on the client

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Man is a legend. Thank you so much, ig.

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Lifesaver! I appreciate the help.

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