Is it more taxing to negate a cylinder part from a rectangle part versus negating a rectangle part from a rectangle part

In my game I am using the :SubtractAsync() function, and I dont understand why it is so glitchy and only creates the new union sometimes, and I am negating a cylindrical shaped part from a rectangular part. Its really fustrating because I dont know why roblox doesn’t have a union feature that allows you to check if the union is loaded or not.

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From experience, it seems that cylinder negation tends to be a bit more taxing because of the higher polygon count, but that’s just what I infer.

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