Do you need to have a Touched event register in each Wood Part?
If you don’t try making the CanTouch and CanQuery properties of the Part false so that those parts aren’t registering Touched events when they are in the water.
Do you need to have a Touched event register in each Wood Part?
If you don’t try making the CanTouch and CanQuery properties of the Part false so that those parts aren’t registering Touched events when they are in the water.
you might actual solved a big problem but does it register when it touch water?
if you used :Destroy or DebrisAddItem() to destroy the wood you will be fine as long as you donot use :Remove
i use destroy if a player touch the part
ok destroy disconnect all the connection from the destroyed part automaticly so no need to disconnect them
Parts register touching water.
There’s a tool in the Physics settings in Studio that’s called something like “ShowContactPoints”. If you check it on then you’ll see red spheres everywhere a Touched event is taking place.
how would i do so i can check if a player touch a wood then? can i jsut turn water.Touch to false?
idk if you mean wood “Terrain” or a wood part
if a wood part then check it with wood.Touched:Connect() and destroy it with :Destroy and you will be fine
If you have a touched event that is in a script parented to every wood in your game then that’s an issue.
high memory = high ping = crashing/lag, and his game was 2068 memory (not enough for 11k ping but idk)
How many wood Parts are in this level? If you only have 30 or 40 then it shouldn’t be an issue.
Why do you need to know if a player touches a Wood Part? If it’s to be able to get into the raft then make 1 large Part the size of the raft and make it CanCollide false, but CanTouch true and have that get recognized by the Touched event. Make all your Wood Parts CanTouch false since the CanTouch Part takes care of that.
We’re all asking these questions so we can understand better. The more information you provide the better we can help.
@Lillmannen_real You’ve most likely got a big memory leak otherwise how the hell would you get 11k ping
i think you tagged me by mistake instead of Lillmannen_real
oh my bad lol, i didn’t mean it.
ye um i played one more game and got 80k ping, But i change the player amout from max 25 to max 10 and i think it fixed the problem a littel bit. but the thing is the lag always comes like the same time after 200s playing
Looking at about 20-25.
Not including bindable events, that adds another 2.
bindable events doesnot increase ping
I just said it just incase he might mention server loads, as it does affect that.
using bindable events just sends a signal it wouldnot impact performance what may impact is
sending alot of data in the event or doing unoptimized code when the signal is recived
That’s what I was referring to, the data being sent through the bindable events.
I never said HOW much it affected it though.