YOU DONT GOTTA READ THE CODE JUST READ THE QUESTION.
Server Side:
game.Players.PlayerAdded:Connect(function(player)
local MO = nil
Events.MousePos.OnServerEvent:Connect(function(player, mo)
MO = mo
end)
while player.Parent do
local Kek = CFrame.Angles(0, 0, math.asin(MO))
end
end)
Client Side:
local Player = game.Players.LocalPlayer
local Mouse = Player:GetMouse()
while true do
game.ReplicatedStorage.Events.MousePos:FireServer(Mouse.Origin.lookVector.Y)
wait()
end
In order to do a set of code I have to use Server Script so that other players can see it obviously. And the script requires some properties of the players mouse. Soooo I constantly send it a property of the mouse with a RemoteEvent, however when I test the game, it's laggy.
Is there a more efficient way to get a server script to know the properties of the players mouse, cause it would 100% solve all my problems.

5 comments
To make it less laggy you could only fire the event when the mouse is actually moved. Also you should wait() inside that while loop on like 6
That made it less laggy but its still a bit laggy.
Good enough I guess
If its choppy on the rotation try RenderStepped
Could the server get the mouse itself? I've heard people doing that before.