Ive wondered if there is any alternative to streaming enabled.
For example i have a really huge map with many particles animations and instances (not fr). Ive heard streaming enabled isnt a great option. Are there any better alternatives for content streaming even anything custom or is streaming enabled the only choice.
There are some alternative solutions, but I think streaming enabled is pretty good. Also you can try Reduce Part Count: Simplify your models to use fewer parts and more efficient meshes.
Other ways include:
Manual Chunk Loading:
Divide the Map into Chunks: Manually divide your map into smaller chunks and load/unload these chunks based on the player’s position.
Proximity-Based Loading: Use scripting to load chunks when players are near and unload them when players move away.
2 Instance Management:
Deferred Loading: Delay the creation of non-essential instances, particles, and animations until they are needed.
Pooling: Use object pooling to reuse instances rather than creating and destroying them repeatedly
Divide your map into chunks and group each chunk in a Model.
Use a script to load and unload these chunks based on the player’s position.
Step-by-Step Implementation
Prepare Your Chunks:
Divide your map into separate Model instances, each representing a chunk. Name these models in a way that makes it easy to identify them (e.g., Chunk1, Chunk2, etc.).
Place all these chunk models under a Folder named Chunks in Workspace or a similar location.
Script for Chunk Loading:
Create a Script in ServerScriptService to handle chunk loading and unloading based on the player’s position.
Script (You may need to edit this to work for your setup)
-- Place this script in ServerScriptService
-- Define the radius within which chunks should be loaded
local LOAD_RADIUS = 500
-- Reference to the Chunks folder
local chunksFolder = game.Workspace:FindFirstChild("Chunks")
-- Function to get distance between two positions
local function getDistance(pos1, pos2)
return (pos1 - pos2).magnitude
end
-- Function to load chunks based on player's position
local function loadChunks(player)
local character = player.Character
if not character or not character:FindFirstChild("HumanoidRootPart") then return end
local playerPosition = character.HumanoidRootPart.Position
-- Iterate over each chunk
for _, chunk in pairs(chunksFolder:GetChildren()) do
if chunk:IsA("Model") then
local chunkPosition = chunk.PrimaryPart.Position
local distance = getDistance(playerPosition, chunkPosition)
-- Load chunk if within load radius
if distance <= LOAD_RADIUS then
chunk.Parent = game.Workspace
else
-- Unload chunk if out of load radius
chunk.Parent = nil
end
end
end
end
-- Function to handle player character loading
local function onCharacterAdded(character)
local player = game.Players:GetPlayerFromCharacter(character)
if player then
-- Connect to the RenderStepped event for continuous updates
local connection
connection = game:GetService("RunService").Stepped:Connect(function()
loadChunks(player)
end)
-- Disconnect when player leaves
player.CharacterRemoving:Connect(function()
connection:Disconnect()
end)
end
end
-- Connect to the PlayerAdded event to handle new players
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(onCharacterAdded)
end)
-- Handle players who are already in the game (reconnect if needed)
for _, player in pairs(game.Players:GetPlayers()) do
if player.Character then
onCharacterAdded(player.Character)
end
end
I couldve but it removes the whole purpose im trying to use content streaming. I needed it to be able to handle a ton of little grass and bush instances in my game.
How laggy is your game anyway? I understand for mobile devices it will be laggy, but I doubt for most laptops and computers it would. If it is just mobile I would recommend making an option for mobile users to decrease the lag by removing things from the map on their view.
Thats a good idea, I just want to know if streaming enabled is the best option for very detailed and large maps not exactly what im working on but just thinking ahead.
Yes it would be. The only downsides of streaming enabled is:
It can require more complex scripting to handle the dynamic loading and unloading of parts, especially if your game has specific requirements for certain parts always being loaded.
Potential Delays:
There may be slight delays as parts of the map are loaded, which can affect gameplay if not managed correctly.
Compatibility:
Not all game mechanics may work seamlessly with StreamingEnabled, especially if they rely on certain parts of the map being loaded at all times.