I’ve got a bit of a network optimisation problem. In my game, I’m using server-side custom humanoid type things as enemies, and I’m using BodyMovers to move them. I have three bodymovers in each enemy, and I’d like the game to be able to handle quite a lot of these, at least 30, with a decent amount of players. Most importantly, it needs to run smoothly. Right now, it isn’t.
It’s working well (the physics-based custom humanoid) with just players. This is, I think, because I’m not replicating all of the values the BodyMovers have when they update. Instead, it just replicates the fact that there is a bodymover and that it is moving etc. and it works out fine.
On the server however, there is no option to make these bodymovers not replicate to the client, as far as I’m aware. Deleting them when they load on the client doesn’t help, since the data is replicated regardless. Not sure what to do here - if you have any ideas or suggestions please tell me!