Replication - Does it seems right?

Looks good. However, the playerstate isn’t relevant to one client only, as it’s replicated to all clients. Not sure if that’s what you meant by “relevant” tho.

Basic things to consider when doing network code:

  1. To avoid cheating, make EVERYTHING server authoritative
  2. Limit the amount of data being sent/received as much as possible for better performance
  3. For something to happen on any end (server or client), information is needed. This can either be passed directly through an event call, or replication.

Seems like you got it figured out