Just wondering, does the server actually load everything saved in studio before a client joins? Or does it load both the server and client simultaneously?
Would saying something in a local script like:
LocalScript:
local event = game.ReplicatedStorage:WaitForChild("RemoteEvent")
Really be necessary? Or could I just say local event = game.ReplicatedStorage.RemoteEvent. Do I run a risk of breaking my local script if it runs before that event loads in the server, or does something prevent that?
Custom wait for functions?
I also see some people making their own waitforchild functions in local scripts, which I also don't really understand.
Anyway...
All I really wanna know is, when is it necessary to make the local script wait for something to load, and when isn't it? Cause I don't wanna run the risk of breaking it if something doesn't exist, but I also don't want to keep typing WaitForChild for every line of code...
Anyway, thanks for reading. Hope you can share some insight.

2 comments
In my testing WaitForChild catches renamed objects just fine long after they have been parented.
Did they finally fix it? Happy day!