What's the best way of combatting client-sided tween latency?

I’m currently stuck because I’ve made an air jumping mechanic which uses a tween on the client side. It looks great from your side, but when another player views you, it’s obvious that there’s a great amount of latency before the tween begins (server must communicate to other clients after the server finds the client has air jumped). I’ve tried making the tween on the server side in hopes that this latency would be seen the same way by everyone, but this obviously makes it look clunky for the client since they have to wait for the server to communicate back to them.

How do I eliminate/reduce client sided tween latency for other clients without making it server sided? What are my options?

Make the other clients play the tween as well. It will be hard to implement but it’s worth it.

So use a remote function instead of a remote event for client-server-client communication?

No. Have the clients all run the same tween for the one character so the server doesn’t do the work.

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Oh, I see what you mean now. I’ll implement it real quick and see if it makes things smoother.