Best way to optimize a building made in roblox?

I’ve been having trouble with some of my game lagging and it seems like it’s because of all of the buildings I have. I’ve been looking for some ways to optimize the buildings but I haven’t really found anything outside of making them in blender or using unions which people say aren’t very good. The buildings were made using roblox parts so I haven’t been able to import them into blender. Please help

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There are a few things you can do…

  1. Turn off CastShadow on all parts of the buildings.
  2. If you don’t need collisions, turn those off.
  3. If the buildings are for decor, and characters don’t need to enter them or go behind them, you can remove the back of the building, and also anything inside the building.
  4. For buildings in the distance, consider just using one mesh part with a decal of the buildings instead.

Good luck.

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if something isn’t meant to be physically simulated or touched by the players, turn off parts’ CanCollide, CanTouch & CanQuery. You can still export basepart constructions into Blender, they’re just a nightmare to clean up.

Turn off any collision properties if you don’t need them. These will still calculate collisions in the background even when not attached to any events.

Turn off cast shadow on any parts that the shadow can’t be seen, for instance the the floor.

Use more meshes. Meshes are your friend when coming to optimization, all you need to do is export your selected, then upload them as a mesh. Just don’t use too many, or else the performance may go back down.

Hope I could I help!

as the others said, yes turn off cancollide for objects the player won’t be colliding with. to touch on this further if you really want to optimise the most you can, you can turn cancollide for everything and make hitboxes for each part the player touches.

unions have a bad rep for being extremely unstable with excessive use. when publishing a game filled with unions it tends to stutter and lag spike. however, i dont see any issues with it while playtesting.

furthermore unions are great for creating complex objects using much less objects, aswell as merging two parts together so when you have a texture or material over them, it doesn’t create a seam.

conclusion: learn blender

after learning blender, using the mesh optimisation tools plugin for much more streamlined use of collision fidelity manipulation allows you to view the hitbox of all the supported objects and change the collision settings of a certain mesh id. it is a lifesaver.

hope this helps

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if you already have the buildings done, and dont plan on changing them, i’d say you can just delete the parts that the player wont normally see, turn off castshadow, collisions, and all physics. if you are open to remaking them, then you can make each building as one single model in blender and export it to your game. this way it will lag much less than if they are made of dozens of parts

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First method:

low graphics FAST GAME (mobile/chromebooks fast)

Turn off cast shadows on all blocks
go to lighting properties and shut off shadows
turn technology in lighting to compatibility
make all blocks smooth plastic

second method: HARD BUT SUPER FAST

do all from first but optimize all the code and remove a ton of stuff

third method: medium/laptops speed fast

make lighting technology voxel or compatibility (voxel looks average)

turn off cast shadows on far away objects

FASTEST I CAN IMAGINE METHOD:

optimize all code
turn off all shadows in lighting
turn off all cast shadows
make it night
make all meshes block collide
make all meshes performance rendering
make all parts smooth plastic
remove all mesh textures
remove all decals
remove tons of objects
anchor everything

HOPE IT HELPED!

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