Changing materials of stuff in Server Storage

Hello, I’m making a script where you press a GUI button and it would disable textures to increase performance.

But I am having a problem in doing so since I keep my maps in Server Storage and local scripts can’t access the stuff in Server Storage and I don’t want to use Replicated Storage since anyone can access it.

I’ve tried searching the forums for a solution but didn’t find one, can someone help out?

1 Like

If we assume that you already have some type of map loading system or the map is already present in the workspace visible to players, you can just iterate over every part in the map from that client and overwrite the texture

I mean i thought of that, the reason i didn’t do it is because i thought that it is a round about way of doing it, since changing the textures each time a map switches i feel like would cause more performance issues. Correct me if im wrong.

You are right, switching the textures every time may cause some lag spikes when switching to different maps. In that case what if you cached maps per client, and then reuse them when that map is needed?

Also there is nothing wrong with having your maps accessible in the ReplicatedStorage since they’ll be parented and replicated to players one way or another.

You can solve the problem backwards. Basically load in the low graphics version of the map first for all the players, and if a player has high graphics simply load in the textures afterwards.

That way you don’t need to stress low-end devices, server memory wont be wasted and for the high-end devices it will look just like any map loading.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.