RemoteEvent
The RemoteEvent object facilitates asynchronous, one-way communication across the client-server boundary without yielding for a response. This communication can be directed from one client to the server, from the server to a specific client, or from the server to all clients.
In order for both the server and clients to access a RemoteEvent instance, it must be in a place where both sides can see it, such as ReplicatedStorage, although in some cases it's appropriate to store it in Workspace or inside a Tool.
If you need the result of the call, you should use a RemoteFunction instead. Otherwise a remote event is recommended since it will minimize network traffic/latency and won't yield the script to wait for a response.
See Remote Events and Callbacks for code samples and further details on RemoteEvent.
Parameter Limitations
Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter when a RemoteEvent is fired, as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.
Resumen
Métodos
Fires the OnClientEvent event for each client connected to the same RemoteEvent.
Fires the OnClientEvent event for a specific client connected to the same RemoteEvent.
Fires the OnServerEvent event on the server from one client connected to the same RemoteEvent.
Eventos
Fires from a LocalScript when either FireClient() or FireAllClients() is called on the same RemoteEvent instance from a Script.
Fires from a Script when FireServer() is called on the same RemoteEvent instance from a LocalScript.
Propiedades
Métodos
FireAllClients
Fires the OnClientEvent event for each client connected to the same RemoteEvent. Unlike FireClient(), this event does not take a target Player as the first argument, since it fires to multiple clients. Since this method is used to communicate from the server to clients, it will only work when used in a Script.
Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter to FireAllClients(), as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.
See Remote Events and Callbacks for code samples and further details on RemoteEvent.
Parámetros
Values to pass to all OnClientEvent events connected to the same RemoteEvent.
Devuelve
FireClient
Fires the OnClientEvent event for one connected client specified by the required Player argument. Since this method is used to communicate from the server to a client, it will only work when used in a Script.
Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter to FireClient(), as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.
See Remote Events and Callbacks for code samples and further details on RemoteEvent. See also FireAllClients() which works similarly but fires the event for each client connected to the same RemoteEvent.
Parámetros
Values to pass to OnClientEvent events connected to the same RemoteEvent.
Devuelve
FireServer
Fires the OnServerEvent event on the server from one client. Connected events receive the Player argument of the firing client. Since this method is used to communicate from a client to the server, it will only work when used in a LocalScript.
Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter to FireServer(), as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.
See Remote Events and Callbacks for code samples and further details on RemoteEvent.
Parámetros
Values to pass to OnServerEvent events connected to the same RemoteEvent.
Devuelve
Eventos
OnClientEvent
Fires from a LocalScript when either FireClient() or FireAllClients() is called on the same RemoteEvent instance from a Script.
See Remote Events and Callbacks for code samples and further details on OnClientEvent.
Parámetros
The parameters sent through FireClient() or FireAllClients().
OnServerEvent
Fires from a Script when FireServer() is called on the same RemoteEvent instance from a LocalScript.
See Remote Events and Callbacks for code samples and further details on OnServerEvent.
Parámetros
The Player associated with the client that the FireServer() call originates from.
The parameters sent through FireServer().