Anyways, my question is how would I go about doing this in a way that wouldn’t affect server performance? I’m guessing having like 1000 small ball parts is a really bad way of doing that lol, preferably I want them to be collidable, and I need a ton I just have no idea how to make this work without lagging the game like crazy, thanks!
Turn off the CanTouch and CanQuery properties, leave CanCollide on.
This may help with taking out some of the background calculations that the balls don’t need.
Create the balls on each client. This will give you a whole lot more freedom in terms of lag management. A phone cannot (in my experience) handle 1000 unanchored parts without suffering a little, but a computer should be fine. You can use UserInputService.TouchEnabled to know who’s on mobile and who isn’t, and from there you can get an idea of how many balls to create, etc.
On the bright side, as long as your game isn’t super demanding already (and the client has a powerful device), you can probably get away with creating 1000 unanchored ball parts without having to do too much.
everything those previous posts said like client rendering and stuffz
but also create a radius for the balls and stuff where balls completely out of sight could just not be parented to the workspace or transparency set to 1
also yeah anchoring and disabling collisions would also be cool