What part count should I strive for? A quick test says I have 2809 parts (and unions) in my game. I’m wondering at what point it would start to hurt performance.
Depends on Part spacing and whether they’re Anchored or not, or CanCollide off.
Basically anything that will negatively affect how the game engine renders and performs with the items you have in it should be avoided. 3000 Parts/Unions isn’t much to worry about.
It really depends if the game is planned to be supported on devices other than PC such as Mobile/Consoles and is also heavily dependant on how optimized the unions are (amount of triangles). It may be best to use the in game console F9 hotkey to preview the performance impact your game is presenting.
Edit: the above poster mentions some really good additional points ^
Really depends on your device. If you are to have a high performance type computer, it’d do great but if you are you have a potato PC, it’d just lag you at around 8k parts (what I think of it). I actually have gone to 10k parts and yeah, it lags quite a bit.
Can you Anchor more of them?
Also how close together are they on the map? If they are all within 20 studs of each other then it may cause an issue, but if they are spaced out quite a bit then the rendering gets stepped down the farther away they are. Also I believe the network ownership gets handed off to the server as you get farther away from items.
I can’t anchor them, they’re supposed to be items that move and roll throughout the map. They’re spread out as evenly as I could make them throughout the relatively large map so I don’t think it would be a problem
If you need to have more parts in a game, the best tool you have is StreamingEnabled. It opens up possibilities for much, much larger projects. However, it comes with the problem of waiting for streamed out parts. If you have local scripts accessing workspace parts, be careful that these aren’t unloaded at the time it tries to access them. (WaitForChild helps)