Increase range with :RequestStreamAroundAsync()?

Is there anyway I can increase the range of the things being streamed in with request stream around async? Thanks in advance!

What’s your use case for this? Because RequestStreamAroundAsync should only really be used to load in a small part so the game doesn’t pause. Once the player is moved to that location, they will stream the area based off the StreamingTargetRadius anyways.

Short answer: No there isn’t :frowning:

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My use case is a spectate command for moderators.

You might have to teleport the players primary part (so just teleport the whole player) so the area is being streamed

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That defeats the purpose of spectating if im just teleporting the person over. That also adds a way for exploiters to be able to tell if they are being watched.

Make them invisible

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If you really don’t want to teleport players, this is one idea, not something I’ve tested.

Since the player you’re spectating may be moving around still, one way you could cause the area around the spectated player to load and stay loaded is to change the replication focus for the player that is spectating to the root part of the player being spectated on the server, this will cause streaming to prioritize that area if I’m not misunderstanding the docs.

Though you might want to do this only when the player has no character or their character is frozen, since doing this might cause the area around the local player character to unload since it’s no longer the focus.

Additionally here is a quote from the Content Streaming page on create.roblox.com:

  • Manually set the player’s ReplicationFocus only in unique situations such as in experiences that don’t use a Player.Character. In these cases, make sure the focus is near the object(s) that the player controls to ensure content continues to stream in around the player’s interaction point.

If you go with this you’ll also wanna remember to update the Camera.Focus property to the spectated player’s location!

Depending on your requirements all this might not be an option, but with what I had to work with on your post this is what I came up with.

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This does not change the fact that exploiters can easily detect when they are being watched.
Even if they didn’t specifically make a script to detect being watched in my game simply having ESP on would allow you to know when and if you are being watched.

I do set the replication focus already. Would probably be wise to anchor the spectating moderators humanoidrootpart though so they dont fall through the map when their replication focus is far away from them.

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I just realized I could do something like getting the spectate position then calling RequestStreamAroundAsync multiple times all spread apart so it covers a large area.

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