How to make a reliable deloading system?

Lag is a huge issue on my game, so I have to optimize, I want to deload planets in my game at a certain distance, but theres no toggle to stop rendering them (at least to my knowledge) and parenting them elsewhere may break a lot of things and would be annoying to account for, so transparency seems to be a good option, but my game has terraforming and other things that can change the transparency on the server side, so if I want to make them invisible and then get the current transparency of the part without having to use remote events or connections? or is there a better way to do this? also, I cant use StreamingEnabled, that also breaks the game a ton.

I have been thinking about this for a while but have not thought of a good solution.

Here is my game for those who want to test it, private servers are free.

you could use LocalTransparencyModifier on the client which multiplies the actual transparency and then it will go back to whatever it is after you reset it

you could also move them to a far away position with BulkMoveTo which is pretty fast (used by objectcache and partcache for projectiles)

I’ll look more into LocalTransparencyModifier, thanks!