Hey, I have huge maps that I clone on to the workspace for optimization with :Clone.Parent = workspace. Since the maps are huge, it generates abruptly causing some low end devices to crash due to memory issues, is there a way to generate a map instead of cloning the map?
Two ways that I could think of.
1:
Clone the map in parts. I.e. for a city map, you could load in this order: Streets then Buildings then props.
2:
You could Create a new folder with instance.new("Folder", workspace)
, then use a for
loop to clone each item into the folder individually.
I’ve had this problem for my game before. It turns out the main factor is RAM usage, ie game memory. More stuff/parts/textures/sound/meshes = more memory = more RAM = higher chance of crashing. Usually mobile devices are hit first.
Slowly loading in the map may alleviate a bit of the stress on the devices (especially ping/network/bandwidth), but eventually it will hit the memory limit as all of the map is loaded in and still crash.
I would recommend to look into StreamingEnabled if you’re planning on doing something open world. Otherwise you should look into ways to reduce the map parts ie optimizations.
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