I want to know when parts fall off the baseplate and get destroyed so I can clean up their reference objects internally in my scripts. It’s a waste to have to connect AncestryChanged for all of my models, especially if there are a lot of objects.
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That event will spam your scripts if you have anything complex happening in the workspace. If you remove a model it will fire the model, then fire the parts inside the model, then fire the meshes inside those parts
I’m able to get away with ChildRemoved for my specific case because everything I’m concerned with is a direct descendent of one folder in workspace, so it’s working. But yeah, generally I could see this still being a useful event. Especially if somehow it’s hard to differentiate between parts destroyed by falling and parts destroyed by other means.