So The current situation that I'm in while making my loading screen is how fast i need to send data to the localscript.
i have a script that gathers everything in workspace that's essential to a player's start and updates a loading screen when the object is loaded. However sometimes objects load extremely fast and cause my remote event to crash when i send to update the loading screen gui. Yes i went for the logical answer and added a wait however i found myself at certain points waiting a full 10 minutes before the loading was done.
Remote Events can be said to send at most send 50 times in one second. So then that brings me to that question above:
'How would i wait for a remote event to be ready to send info to the client?'.
tl;dr?
Visual:
SCRIPT: -Player Joins
-Objects in workspace are looped through and put into a table
-Workspace is then looped again and adds onto a number to see if it adds up
-Script sends to localscript to update GUI
-Compromises are made if the number does not add up and the new number becomes the sum
LOCALSCRIPT: -Receives update from Server
-Checks if it's done loading if not it continues updating
-Once it's done, the ResetOnSpawn for the screen gui is set to false, tweened off the screen, and destroyed
the problem i have is that the remote event I'm using can't handle the speed that data is being pushed out. so my question is:
'How would i wait for a remote event to be ready to send info to the client?'

1 comment
If you use a RemoteFunction, it will yield until a value is returned. Not sure if that is what you're looking for, but try it out.