- I do not know though if you find out let me know.
- replicated variables use diffs to use less memory. Let’s say you want send continuous changing data.
For example a score that you increment every time the player hits a target. The player may fire thousands of rounds. Sending the entire number with an rpc will require 4 bytes. However if it only changes by one. It’s really cheap to send a 1 as a single byte instead.
One key difference between RPCs and replicated vars that you may have a misconception on. Is that there are different types of RPCs that allow for sending data from the client to the server, from the server to a client, and from the server to all clients including the server. Replicated vars only replicate changes that occur on the server and send the new value to the clients, never the other way.