Yeah the reason is for performance
I donât understand if they are trying to get a performance gain or are unloading it to prevent the two maps from overlapping. If itâs for performance reasons, then just use streaming enabled but if its to prevent overlap, just put it in replicated.
Oh, well in that case just use streamingenabled, unless there is a reason that you canât
The reason is that what if the scenario isnât based on distance
Why wouldnât it be? Also, you can force load asset easily via Player:RequestStreamAroundAsync() or by using PersistentPerPlayer
Well what if I have a model I want streamed out but next to that model is another model that I need?
Why would you need to do that?
Because the model I need is next to a model I donât need or is on the opposite end but the same distance
Then set that models streamingmode to âPersistentâ to force it to load in
Additionally, if you set the streaming mode to âAtomicâ all of the children of that model will be loaded along with it, allowing you to group them into cells.
And if the time comes for when the model needs to be streamed out?
You donât ever need to force unload anything, even if you did, it would bring a very minor performance gain.
Yeah, youâre right, maybe even if something needed to be unloaded for better performance then it should be unloaded by not being in the game in the first place.
Also, make sure before teleporting players you preload the area they are teleporting to using Player:RequestStreamAroundAsync() to prevent it from having to load while teleporting.
If you clone it from camera to workspace, itâll appear for everyone. Unless thats what you want to do, and if it is, do that.