A quick question about efficciency:
I have a game where objects get destroyed when they are hit by removing ManualWelds in that area, and I set it up so that all welds in a model are parented to the same part. I want to count the number of remaining total welds in the model so I know when to respawn that model. Right now I have this script running inside the part that all welds in the model are parented to:
weldNum = 1362
script.Parent.ChildRemoved:Connect(function(instance)
weldNum = weldNum - 1
print(weldNum)
end)
The thing is, this specific model has 1,362 welds in it, and I am worried that relying on an event being fired every single time 1 weld is destroyed would be inefficient, especially because I would have perhaps 8 of these models in the map at once all doing the same thing. I ran this script and it seemed fine so far.
The only other alternative I could think of would be to count the number of welds every 10 seconds or so, but again, this would be happening constantly for about 8 different models at the same time. Any suggestions?