EventDirection
whether an event table travels to the server or to the clients
Constants
Pairing the Two Directions
Lifecycle: Shared
The direction fixes which side pushes rows and which side reads them, so a round trip needs one table each way.
Luau
local ET = game.EventTablelocal PlayerInput = ET("PlayerInput", ET.ToServer, { { "action", ET.U8 }})local MatchState = ET("MatchState", ET.ToClients, { { "secondsLeft", ET.F32 }})