Creator Guide
Korean
Korean
  • OVERDARE
    • 🚩OVERDARE 소개
    • 🐤시작하기
      • OVERDARE App
      • OVERDARE Studio
    • 📌운영 정책
      • 커뮤니티 가이드라인
      • UGC 콘텐츠 제작 가이드라인
      • UGC의 외부 활용 가이드라인
      • LOGO 활용 가이드라인
      • 지식 재산권 정책
      • 신고 안내
      • 콘텐츠 제재 이의 신청 안내
      • 크리에이터 정산 정책
      • OVERDARE 수익화 가이드라인
    • 🅰️OVERDARE Glossary
  • MANUAL
    • 🏰스튜디오 메뉴얼
      • 시작하기
        • 스튜디오 인터페이스
        • 월드 템플릿
        • 좌표계
        • 스튜디오 테스트 플레이
        • 월드 퍼블리시
        • Collaboration
      • 에셋 & 리소스 제작
        • 에셋 임포트
        • 애니메이션 에디터
      • 게임 제작
        • 게임 설정
        • 스크립트 에디터
        • 정렬
        • Material Manager
        • Collision Groups
        • Tag Editor
        • 퍼포먼스 가이드
      • Object
        • 파트
        • 모델
        • 카메라
        • 물리
        • 조명
        • Tool
        • VFX
        • Sound
      • 캐릭터
        • 캐릭터 애니메이션
        • Humanoid Description
      • GUI
    • 📝스크립트 메뉴얼
      • 시작하기
        • 스크립트 개요
        • 루아 기초 가이드
        • 코딩 스타일
        • 오브젝트 참조
        • 유니티 개발자용 가이드
      • 이벤트 및 통신
        • 이벤트
        • 서버-클라 통신
        • BindableEvent
        • Value Objects
      • 입력 및 조작
        • 모바일 조작 처리
        • TPS Strafing System
      • 게임 고도화
        • Saving & Loading Data
        • 트윈
        • 모듈 스크립트
      • 디버깅 & 최적화
        • 중단점
        • 스크립트 최적화 실전 가이드
  • 💸수익화
    • Payout Guideline
  • DEVELOPMENT
    • 📚API Reference
      • Enums
        • ActuatorRelativeTo
        • AnimationPriority
        • AspectType
        • AssetTypeVerification
        • BorderMode
        • CameraMode
        • CameraType
        • ContextActionResult
        • CoreGuiType
        • DominantAxis
        • EasingDirection
        • EasingStyle
        • ForceLimitMode
        • HttpCompression
        • HttpContentType
        • HumanoidDisplayDistanceType
        • HumanoidStateType
        • KeyCode
        • Material
        • MaterialPattern
        • NormalId
        • ParticleEmitterShape
        • ParticleEmitterShapeInOut
        • ParticleEmitterShapeStyle
        • ParticleFlipbookLayout
        • ParticleFlipbookMode
        • ParticleOrientation
        • PartType
        • PlaybackState
        • RaycastFilterType
        • RollOffMode
        • RotationType
        • UserInputState
        • UserInputType
        • VelocityConstraintMode
      • DataTypes
        • BlendSpaceSampleSata
        • BrickColor
        • CFrame
        • Color3
        • ColorSequence
        • ColorSequenceKeypoint
        • Content
        • Enum
        • EnumItem
        • NumberRange
        • NumberSequence
        • NumberSequenceKeypoint
        • OverlapParams
        • PhysicalProperties
        • Ray
        • RaycastParams
        • RaycastResult
        • ScriptConnection
        • ScriptSignal
        • TweenInfo
        • Udim
        • Udim2
        • Vector2
        • Vector3
      • Classes
        • Animation
        • AngularVelocity
        • AnimationTrack
        • Animator
        • Atmosphere
        • Attachment
        • Backpack
        • BackpackItem
        • BasePart
        • BaseScript
        • Beam
        • BindableEvent
        • BlendSpace
        • BoolValue
        • Bone
        • Camera
        • CharacterMesh
        • CollectionService
        • Constraint
        • ContextActionService
        • CoreGui
        • DataStore
        • DataModel
        • DataStoreGetOptions
        • DataStoreIncrementOptions
        • DataStoreInfo
        • DataStoreKeyPages
        • DataStoreKeyInfo
        • DataStoreService
        • DataStoreListingPages
        • DataStoreSetOptions
        • FormFactorPart
        • Frame
        • Folder
        • GlobalDataStore
        • GuiBase2d
        • GuiButton
        • GuiObject
        • HttpService
        • Humanoid
        • HumanoidDescription
        • ImageButton
        • ImageLabel
        • InputObject
        • IntValue
        • LayerCollector
        • Instance
        • Light
        • Lighting
        • LinearVelocity
        • LocalScript
        • LuaSourceContainer
        • MaterialService
        • MaterialVariant
        • MeshPart
        • Model
        • ModuleScript
        • Mouse
        • OrderedDataStore
        • Pages
        • Part
        • ParticleEmitter
        • PhysicsService
        • Player
        • PlayerGui
        • Players
        • PlayerScripts
        • PointLight
        • PVInstance
        • ReplicatedStorage
        • RemoteEvent
        • ScreenGui
        • RunService
        • Script
        • ServerStorage
        • ServiceProvider
        • Skeleton
        • ServerScriptService
        • Sound
        • SoundService
        • SoundGroup
        • SpotLight
        • SpawnLocation
        • StarterCharacterScripts
        • StarterPack
        • StarterGui
        • StarterPlayer
        • StarterPlayerScripts
        • StringValue
        • SurfaceGui
        • SurfaceGuiBase
        • Team
        • Teams
        • TextLabel
        • TextButton
        • Tool
        • Trail
        • Tween
        • TweenService
        • TweenBase
        • UIAspectRatioConstraint
        • UserGameSettings
        • UserInputService
        • UserSettings
        • VectorForce
        • Workspace
        • WrapLayer
        • WorldRoot
        • WrapTarget
  • UPDATE
    • 📰Release Note
Powered by GitBook
On this page
  • Overview
  • Description
  • Properties
  • Methods
  • Events
  1. DEVELOPMENT
  2. API Reference
  3. Classes

ReplicatedStorage

ReplicatedStorage : Instance

Overview

The ReplicatedStorage class is a container service that allows developers to store objects that need to be accessible by both the server and clients. It is primarily used for sharing assets, scripts, and data between the server and connected players. Objects placed in ReplicatedStorage are automatically replicated to all clients, making it an ideal location for storing resources like RemoteEvents, RemoteFunctions, ModuleScripts, models, and other shared content.

Description

The ReplicatedStorage service provides a centralized storage solution for objects that require simultaneous access by both the server and clients. This makes it a critical component for implementing client-server communication, sharing reusable assets, and optimizing game performance by preloading commonly used resources.

Key Features

  • Shared Access:

    • Objects stored in ReplicatedStorage are available to both the server and all connected clients. This ensures that both sides can access the same resources without duplicating them.

  • Replication Rules:

    • Changes made to objects in ReplicatedStorage on the server are replicated to all clients.

    • Changes made on the client persist locally but are not replicated back to the server or other clients.

  • Script Behavior:

    • Scripts placed in ReplicatedStorage do not execute automatically. Developers must explicitly require or load them into appropriate locations (e.g., workspace or player scripts) for execution.

  • Use Cases:

    • Storing shared assets like models, animations, or sounds.

    • Housing RemoteEvents and RemoteFunctions for client-server communication.

    • Keeping reusable ModuleScripts accessible to both server-side and client-side scripts.

Common Use Cases

  1. Client-Server Communication:

    • Store RemoteEvents and RemoteFunctions for handling interactions between clients and the server.

  2. Asset Preloading:

    • Place models, sounds, or other assets in ReplicatedStorage to ensure they are available to all clients without delays.

  3. Shared Scripts:

    • Use ModuleScripts in ReplicatedStorage to provide reusable code libraries for both server-side and client-side scripts.

Properties

Methods

Events

PreviousPVInstanceNextRemoteEvent

Last updated 3 months ago

📚