Hello, I am currently making a game that is almost 100% client sided, and I need to load a very large number of maps into the game when needed. Currently I have all the maps in ReplicatedStorage and well the performance in studio is becoming very very bad, due to the absurd amount of parts and what not. I would like to just upload each map, and then load it at runtime when needed.
I tried InsertService and it seemed like this would be the perfect thing for the job but for some reason, even if I created the model, it won’t work on the client (which is really lame if you ask me). So I’m wondering if any of you know a good way to solve this issue. I don’t see why there is not a setting to just turn this restriction off, If its a security risk for my game, oh well that’s a risk I’m whiling to take here. Since all players in the game are basically in the same location from the server’s point of view I can’t load them on the server or else maps would be clipping into each other and whatnot.
If there is no way to do this, then I suppose a fallow up would be, is there a way to have something loaded in on the server only replicate to certain clients? Like I could load in a map and then put it in a place only the client that needs it can see, and then the client can mess with it, then have the server delete it when the client is done with it? I just need to make sure when the server removes it the client removes it too.
anyway, any help would be very helpful :3