Are motors, cylindrical constraints simulate when they are in replicated storage?

Im making a game with alot of moving object in different areas of the map. So to reduce lag I’m going to move them into replicated storage if a player is far enough away from them. Will this work?

They are only simulated in the workspace. This even applies to things inside ViewportFrames. If you accidentally parent a ViewportFrame to the workspace, it will start simulating physics.

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So if I put them it replicated storage that would decrease lag right?

It would reduce the time spent calculating physics which would reduce lag if and only if physics was the critical factor for your game currently. I assume you’ve profiled to make sure this is the case before spending a bunch of work doing this. Keep in mind that anchored parts and anything rigidly attached to an anchored part will not simulate physics anyway.

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