Could you specify the problem? Since I do not know what you’ve intended for, I can’t find any problem just with video.
The problem is basically the stand not moving to the place that it’s supposed to move, and it won’t get destroyed when the final tween is over.
Try changing :FireServer()
in Summon Script to :FireAllClients()
, and .OnServerEvent
in Summon Local Script to .OnClientEvent
.
Summon Script is server script and Summon Local Script is local script, so when Summon Script is calling Summon Local Script, you should fire to clients, not server.
Hey there,
Since you’re tweening so many parts’ transparency at once to 0, this may be what’s causing your lag. If this is on a ServerScript, this is actually very likely to be the case of the matter. Try removing the transparency tweens and see what happens.
You may also be experiencing issues with so many parts being rendered instantly at once, since it’s just popping in when you summon it. This may also be an issue with :GetChildren()
, since you’re trying to get so many parts in your rig, assuming that you have a lot for the server to deal with, and trust me, using :GetChildren()
on a lot of parts will LAG. If you can, try to mitigate this issue.
Removing the transparency sure did a change, but the summon is still a bit laggy, I’m not sure how to mitigate the :GetChildren()
issue, so what I’ll try to do to reduce the lag from the summon movement, is:
Make an animation for the summon, make it play when you summon, then instantly move the stand to the destinated position when the idle animation is played.
It will be hard, but I’ll try my best.
It is lagging most likely because you’re cloning a lot of parts. I had this problem and I tested it with a normal dummy and it didn’t lag but it did lag with a stand that has a lot of parts. So maybe try cloning the script at first BUT when you unsummon don’t delete/destroy it just keep it invisible and then use the same stand when you summon again.
I know this is an extremely late reply, but I actually found a solution to this problem. I was experiencing a similar issue, and I found that if you parent the stand model to workspace instead of the character, it completely eliminates the lag with tweening the transparencies of all the parts and tweening the weld’s offset.