Infinite yield on present child

Ok thank you! My friend will move all the builds accordingly.

Disable streaming enabled in Workspace properties

Disabling it probably isn’t the best approach, changing some values could work, but completely disabling it will most likely cause some lag.

I mean if it’s only an obby I doubt there’s too many parts in the whole experience.

usually obbies are pretty big to keep the player interested, and the OP might have made them really detailed, none the less, its probably better to keep streaming enabled.

But then he restricts how far his checkpoints can be from the center of the experience. Of course this can be fixed by some scripting but if he doesn’t know how to it’s best to just disable SE and only have it enabled if it’s needed.

Well no, it doesn’t restrict how far the checkpoints can be, the issue was it spawning in the void, since it goes where the player is, then it wouldn’t go to the void since the player would have to be in the void.

If the problem was that the part was being destroyed due to being too low then just changing the “FallenPartsDestroyHeight” property of workspace could fix the issue

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im pretty sure the OP has already fixed it though.

True, but if he had a lot of parts with the same issue, it’d save a lot of time to just edit the property rather than redesign the obby

i doubt he redesigned it, probably just moved it higher up, anyways ill stop messaging so the OP wont get a bunch of notifications for no reason.

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No thats all good. And no im working with my friend and he is the builder and we’ve had like a lot of quarrels lately. He kept complaining about changing around the map so i had to put a position value under each object.

And how am I op?

OP means original poster (aka. you) Sorry, i should’ve specified that, but i see people say OP alot in these forums.

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ohhhhhh ok, well yea it kinda sucks we have to do a new vector3 value because he says 2200 studs is small :C

i see, if you really want, you can try what @txcIove said, and change the FallenPartsDestroyHeight in the workspace to a different value, so it wont destroy parts too low down.

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