For example, if you have an IntValue representing a person’s gold, you’d have it in a folder in each. It’s always either true or false? Using remote events and functions would be the best way to go, like what you’ve said, make the client fetch the settings using remote function. Returns the first child of the Instance found with the given name. ReplicatedStorage is also an ideal location for RemoteFunction|RemoteFunctions and RemoteEvent|RemoteEvents since they can be found on both the client and server.

All sensitive information or core information should be kept on the server and the client should be asking the server for it.

The cost of saving the instance using data persistence. If you do it with a server script and clone the tool through ServerStorage, that load will be on the server. Yes, but what do you see as the value of the BoolValue from the client, how are you aware specifically in this scenario that the value isn’t being replicated? ), Objects descending from ReplicatedStorage can be accessed from a. Fires when an object is parented to this Instance. I can’t do much with the old code, Powered by Discourse, best viewed with JavaScript enabled, ReplicatedStorage not replicating to all clients.

Determines the hierarchical parent of the Instance, A deprecated property that used to protect CoreGui objects. Then, you’d do all of the gold operations (person buying, selling, etc.) Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className. That’s the old version, where I just checked the workspace, which also the client was ignoring. The cloning and parenting of a tool is a very very minor addition to the network load. Anything client sided is vulnerable to exploits. It’s a replicated storage container that both the server and client have access to. From my experience this should work fine it will replicate if you set it up correctly. I also was not discouraging the use of ReplicatedStorage, but rather promoting the perks of using ServerStorage. Hey everyone!

( i.e.

Returns true if an Instance is a descendant of the given ancestor. Complex games often require a range of assets that are held in storage until they’re required. Scripting Support.

Can you send the code you’re having trouble with? The values don’t seem to be being created in the repro you sent, (I’ve now copied the code from the OP into the script).

Have you tried storing it in the ServerStorage and only use the client to toggle the state of the door, if that’s what you’re going for. What the server does there replicates to each client but a client’s manipulation to ReplicatedStorage stays on the client. ReplicatedStorage is a container whose contents are replicated to all connected clients, allowing such objects to be stored until needed. I change it in the server, but it does not replicate to the client. Note these additional details about ReplicatedStorage: Inherited from Instance: If it’s not secure, I will store the setting inside ServerStorage and make the client fetch the settings using remote function. Can you post the code so we can review it? But of course as a good development practice, settings should be stored on the server to avoid unexpected modifications and client - server disagreement.

Returns a string describing the Instance's ancestry. If you do proper server sanity checks you will never run into issues storing data in ReplicatedStorage. And just nullified it. If you do it through ReplicatedStorage using a LocalScript, that load is on the client. From, the client, I see it as the static value of the start. For objects that only the server requires access to, we recommended you use. server sided door code: I can’t replicate this in studio with 5 test players, I’ll read through your code. This object cannot be created with the Instance| constructor function. ReplicatedStorage isn’t exclusively client-sided though. All Rights Reserved. Returns the attribute which has been assigned to the given name, Returns an event that fires when the given attribute changes, Returns a dictionary of string → variant pairs for each of the Instance|Instance’s attributes.

I’m pretty sure values (or anything in rep storage for that matter) in ReplicatedStorage do not replicate to the server if changed on the client so doing so would be a waste of time. I change it in the server, but it does not replicate to the client. Fired immediately after a property of an object changes. Sorry. I am creating a system which needs some checks to be both client and server side, and I wanted to add some kind of a setting folder to make it easier to change the values, and to allow changing them during run time.

As much as possible, store important data on the server in places such as ServerStorage or ServerScriptService.

Is this a bug or is it intended??? It appears you’re changing all of the BoolValues to true clientside. It never changed since the server started.

Is this a bug or is it intended??? This Platform uses cookies to offer you a better experience, to personalize content, to provide social media features and to analyse the traffic on our site.

I’ll record and send it as a video. Returns the first child of the Instance for whom Instance/IsA returns true for the given className.

The server edits Door1 change to true, but the client still sees it false. Sets the object’s Parent to nil, and does the same for all its descendants. The server returned true, but the client false.
Returns an array containing all of the descendants of the instance. The server does the checks and handles it, the client just toggles the state without actually checking it. Each client gets their own copy of ReplicatedStorage, as does the server.

Hide. Create a deep copy of a Roblox instance and descendants where Archivable = true. Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.
It’s like the client completely ignored the servers ruling.

Meaning an exploiter would have access to the settings, but I believe if they were to change the settings the game would only break for their client.

As much as possible, store important data on the server in places such as ServerStorage or ServerScriptService. Roblox is ushering in the next generation of entertainment. ReplicatedStorage is safe from exploitation changes but I can’t understand why you would put global game settings there unless you’re using ValueObjects for the benefit of replicating without events (at a server memory cost, as processes are attached to those instances).

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