I have this event that’s fired off hundreds of times a second when a player joins. It basically spawns in individual pieces of trash for them.
self.Client.SpawnTrash:Fire(player)
However, I keep getting
Remote event invocation queue exhausted for ReplicatedStorage.Packages.Knit.Services.TrashService.RE.SpawnTrash; did you forget to implement OnClientEvent? (32 events dropped)
How can I wait till the client has loaded fully first, without putting trust in the client to actually return something?? Be purely server side