I am making a F1 game. I want to put humanoids in the stands with animations. Is there a more efficient way to do this? Thank you.
An example photo :
I am making a F1 game. I want to put humanoids in the stands with animations. Is there a more efficient way to do this? Thank you.
An example photo :
To the best of my knowledge, I don’t think there is any other way to make the humanoids move through animations. The approach also depends on the number of humanoids you are using and the number of joints each humanoid has in it. Over all I think it should be ok and I don’t think you will lag.
I think the best way to do this would be create a blender model which represents humanoids and rig it with a keyframe animation, only modelling parts that would clearly be in view. That many humanoids could pose issues.
If you decide to go the previous humanoid route, I would render them and animate them on the client to prevent server lag.
maybe use decals of roblox characters for the background, then for the front row use actual humanoids
If I am using decals, should I do tween them on the server or client?
Tweening will look smoother on the client and cause less lag on the server, which is important for game functions, so I would recommend putting them on the client.
It’s always better to handle anything that isn’t important on the client (such as effects, etc). You don’t want to strain the server with random effects that have 0 impact on the game.
Also, if you still wanted to use actual dummies. The best solution for this (I believe Fwogg3r mentioned it as well), is to AVOID using humanoid instances. Having too many humanoid’s will lag the game as they aren’t really efficient and bloated with a bunch of features that you aren’t going to use (in your scenario).
What I suggest is creating a dummy rig with no humanoid → rig it → create custom animations for the rig → add a Animation controller → Add the dummies AND play the animations on the client → If the player is out of view of certain dummies then stop the animation and parent them to replicateStorage → when the player comes near certain dummies → re-add them to workspace → play animations.
In your case, you don’t have to have the server handle anything. You can store the dummies in chunks around the track and parent them from or to replicatedStorage depending on the distance the player is from said dummy chunk.
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