Or c) Another method: ReplicatedStorage:Unreplicate(Instance object, Player client), which would do just what it says, attempt to :Destroy() the object on both the server and the client. Sure, the client could do these checks, but then we have possible security issues, etc.Ī solution, or possibly addition could be:Ī) Allow server access to the replicated objectī) Add another parameter to the proposed ReplicatedStorage:Replicate, as such: void ReplicatedStorage:Replicate(Instance object, Player client, Boolean enable), which would act as a on/off toggle for replication Server now has to send a remote event to the client to “Unreplicate” the object, or, Destroy it.Server decides that client no longer needs that object, destroys it or interacts with it in another way.Perhaps this object is something the player should only have in certain areas, such as a NPC follower, or something. Server makes and replicates an object to a client, and begins monitoring activity to determine whether the client should continue having access to that object. In my opinion, this is a great request, however I believe server-side changes should still affect the client-side object, as it would be nice to have full control of the part from the server at all times. With this being said, how would this be any different than physically creating the copy on the client, as a local object - apart from the server hosting the original copy. Therefore, any server-side changes to the object won’t affect the client-side object. Ideally in my mind, the client should make a copy of the object and thus is no longer linked to the server-side object that it came from. Obviously there are strange scenarios to consider: What does the server do with the object? Does it parent it somewhere? What if it gets destroyed server-side? What if the object gets parented into the game and thus replicated to everyone? Print(part:GetFullName()) - > ReplicatedStorage.Part
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