#Optimize Net On Fast Gun
1 messages · Page 1 of 1 (latest)
Make an Audio for a repeating shooting sound, play the audio when ever the trigger is held and stop it whenever the trigger is let go of
they said loop is on?
if it really uses net to play itself again thats like, such a waste of a optimization on rec's part 💀
I’m assuming you’re using a projectile component to fire the weapon?
Edit into the projectile components circuit board and place an event receiver, set it to “Gun Fired (all)” this event will fire for all players locally when they see a projectile spawn from the gun (so 0 NET is being used for the player to detect the projectile)
Now all you need to do is use this event to locally play audio for the gun firing
the only NET that should be used is only for firing the gun now, not playing the audio
@rose path this ur 5th one gang relax😭✌️
all the posts are different, not like reposts 
Yeah I’m 90% sure looping audios kill your net heat
ye but like, literally rec should on play, tell everyone to play theres, on finish, if loop, play again.
but if its using net... i dont even know how, like maybe its telling everyone to play theirs, on finish, for the person who originally executed play, if loop, tell everyone to play again, thats like so bad
In that case, start getting comfortable with using rooms2
In rooms2 you can safely have a gun firing at 60 projectiles a second
I can’t really help you figure that out, I don’t know what your logic is doing, all I’ll say is if there’s an interaction happening that makes all players see said interaction, then it will use NET
Does your projectile component have sound enabled?
Holy hell what’s with the massive distance between your circuits

firing projectiles use a lot of NET Heat
Max player count matters
the more players you allow in your room, the less NET you have to work with
12 or less MAX players and you have 300% NET
13-20 you have 200%
21+ you have 100%
In rooms 2, you will ALWAYS have 600% NET no matter what
