So, to stop untracked memory, I guess you just nil out variables after they’re done being used?
RemoteEvent.OnServerEvent:Connect(function(player)
local leaderstats = player.leaderstats
leaderstats.Wins.Value += 1
leaderstats = nil
player = nil
end)
If untracked memory does not come from this, then where? I heard it’s from Roblox’s default scripts and stuff, but you never know.
I am responsible with my game, and I don’t have any memory leaks. Memory leaks are VERY noticeable unlike untracked memory, memory leaks take up performance and lags substantially.