Destroying any part causes a major client lag spike

I mentioned this in a different thread yesterday. If you use skinnedmeshes, they need to be held within models.

Could also be humanoids in workspace that aren’t parented to models.

To test this, click file, and download a copy of the game. Open the copy, and click view and enable the command bar (it is one of the options but sorta hard to find- you’ll have to look through the icons)

Once you do this, paste the code I posted on the other thread into the command bar and run it, then try it again.