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unix_system
#182838672Monday, February 01, 2016 6:29 PM GMT

As you may know, most client>server communication does not affect the server. The best way to get around this is Remotes (Functions&Events). As you may know, depending on the server load these may take a while to load. So, if you take advantage of the fact that even though client>server doesn't affect the server, it affects you. E.g. if I wanted to make a part colored, i'd do game.ReplicatedStorage["colorRemote"]:FireServer(workspace.Part,BrickColor.new("Brick red")) --sets it red for server Instead of just that, where it takes some time to show for the player, you should do this: workspace.Part.BrickColor = BrickColor.new("Brick red")--sets it red for client game.ReplicatedStorage["colorRemote"]:FireServer(workspace.Part,BrickColor.new("Brick red"))--sets it red for server See what I mean?
morashsPeasant
#182838730Monday, February 01, 2016 6:31 PM GMT

ohh kay...
OzzyFin
#182838825Monday, February 01, 2016 6:35 PM GMT

due to latency I do every visual thing client side FireServer(change) --do change this client's side FireAllClients(plr,change) OnClientEvent(plr,change) --check if plr isn't localplayer ----do the change
x_o
#182838847Monday, February 01, 2016 6:36 PM GMT

I think most people with an understanding of networking know to do this |-/
DeepBlueNoSpace
#182839121Monday, February 01, 2016 6:45 PM GMT

@Demon, 1+ for us
unix_system
#182839353Monday, February 01, 2016 6:53 PM GMT

@above of course, but some people here have no clue about networking so i thought i'd share that info with them
LegendaryAccount
#182839712Monday, February 01, 2016 7:05 PM GMT

But now try and clone something then there would be 2 models for the client
TickerOfTime
#182841210Monday, February 01, 2016 7:53 PM GMT

Anyone with networking experience would know this is cancer. Don't send userdata over REs, unless you _absolutely_ must. A much cheaper (faster) method is to do something like this. Either parse a string or use the name. ``` RemoteServerEvent:Fire("workspace.Part", "BrickColor", "Red") ``` that is much faster than sending userdata. If you want to be even faster, define some number codes to use ``` RemoteServerEvent:Fire("PartsName", 0x0B, 0x05) ``` If you have the server check the numbers and do stuff accordingly, you can save a *lot* on latency.
iiAviatorNine
#182841438Monday, February 01, 2016 7:58 PM GMT

Where do you learn this stuff? ~CrayBray
DeepBlueNoSpace
#182842985Monday, February 01, 2016 8:35 PM GMT

@85, wiki, experience, common sense and this forum
NovusTheory
#182843027Monday, February 01, 2016 8:36 PM GMT

@85, wiki, experience, common sense and this forum [2]
iiAviatorNine
#182843060Monday, February 01, 2016 8:37 PM GMT

mk, ty. I'll stick around then. ~CrayBray
DeepBlueNoSpace
#182843230Monday, February 01, 2016 8:40 PM GMT

It's worth it. You'll meet some really cool people who are amateurs and enthusiasts, and then eLunate, who can be terrifying and brilliant in equal measure. But to truely be inducted into this forum, you must post '^' here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=161053264 Now, go in peace, brother
TickerOfTime
#182843399Monday, February 01, 2016 8:43 PM GMT

O lol sorry. Better way to make it faster, if you are a stuck-up prick about 3 bytes. Change `0x0F` or whatever to one character. Example: ``` ServerRemoteEvent:Fire("PartNameHere", 'F', 'B') ```
TimeTicks
#182843897Monday, February 01, 2016 8:54 PM GMT

Well danm, I've been sending userdata over REs because its easier to manipulate things lol...

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