Im making a simulator where u have to destroy stuff to grow. It Obviously creates a lot of lag. What i would do made multiple places in the game so when ur big enough it would put u in a different place. I know that creating multiple places reduces the lag from a lot of parts but does it also reduce lag from physics?
Yes. You would be right. A different place is a completely separate workspace. Physical collisions cannot occur between places. So, yes. There would be less lag.
The principle would be: A lot of colliding parts and a huge number moving ones create lag.
You must however test this first and confirm this before making. You can use the performance monitor and “test to fail”. Note when game become unplayable and note the number of assemblies, collisions etc.
ok but is there any way to have one script work on multiple places
Again I recommend that before you try complicated solutions try to think of a way you can avoid having lots of moving objects. I have seen some machines run 200 bouncing balls just fine in Roblox.
I would consider if you really need to have that much moving parts.
Again I have to reiterate: test this and get some data about how much lag this system makes.
On your other point, no there is no way to have a single script control all places at once. It is possible to have them communicate through messaging service but you will need several scripts to communicate in each separate place.
I have not used messaging service MessagingService | Roblox Creator Documentation But I highly doubt you can use it for this purpose.
Again one more time: test to fail. Make sure you are 111% sure that there is lag which makes the game unplayable first before tackling this complicated issue.
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