So I have had a lot of thoughts about this
So Basically
I have a Remote Function which will allow the player to resize things on the client and send it to the server but basically
the only thing I can do here is probably use :GetBoundingBox() or something
but I dont know where to go from there
And the only solution I came up with this was
Send the entire children of the model and use that and create a new model
on the server
to update it
But does anyone know how I would go about resizing a model from client to server?
Any simpler options I am open to

11 comments
Of course I was going to use Object oriented programming but when resized onto the client how would I know what to size it on the server? do I trust what the client sends and just clone what they sent through the evnet?
I dont think you understand my question but a model does not have a size and you cant set a models size the only thing close to that is getboundingbox()
I updated my post
I got this part right but what I mean is how would I tell the server that I resized it using a remote event when resizing a model
The reason this is so hard is because the model has no absolute size that I can rely on so that when the client sends information to the server to resize the server would have to solely rely on what the client has sent
The only way I see it is resize the model ---> send the model to the server side or send the information ---> Sanity check ----> :GetBoundingBox() and create a new model out of it
I wish models had a size property that we could edit instead of having just :GetBoundingBox() for it
We really only have two options going about this
Either 1) Send the model from the client to the server whole and completely trust the server on everything and clone that model (Not the best idea)
However this is the only thing I could think of unless someone knows any math to do with :GetBoundingBox and knows what to do from there