So here's my dilemma.
My game by default has game.Players.CharacterAutoLoads
set to false so that players don't spawn before the game loads external data (via httpservice).
When the data is loaded, game.Players.CharacterAutoLoads
is set to true, allowing NEW players who join the server to spawn.
However, existing players have a script that waits until game.Players.CharacterAutoLoads
is true to remove a Loading GUI, thus allowing the player to move around.
The problem is, the client doesn't see that game.Players.CharacterAutoLoads
is now set to true (I tested it in a studio server.)
Play solo works fine (as expected), but is there a specific reason why game.Players.CharacterAutoLoads
doesn't replicate? Are they working on fixing this? Just some input/ideas from anyone who has had this problem or would like to help me out would be appreciated.
Thanks
To do this, I'd suggest using events to fire to the client.
Make sure the event is in ReplicatedStorage
or ReplicatedFirst
.
On client:
event.OnClientEvent:connect(function() -- Code here end)
On server:
--blahblahblah game.Players.CharacterAutoLoads = true event:FireAllClients()