Hello! I have a simple question: Is using a script to make too many union operations on one part bad?
I am thinking of a destruction system where the wall gradually gets damaged with holes in them. Will it hurt my game’s performance is I keep making bigger holes on top of small ones using unions?
The issue might be that sometimes Unions fail and if your gameplay depends on them then it could cause problems.
Also, if you have a large wall and need to have players able to go through small Negated holes in the Union then the players may run into the problem of not being able to go through Negated sections that are only a small percentage of the Union.
If I have a hold-punching mechanism that makes a small rectangle in the middle of that wall, and larger and larger rectangles stacked on top, will the extra unions pose a problem?
Is this just in a certain area, or just wherever the player punches?
I believe that if you’re trying to make Unions in-game then it may lag your game. Have you considered making a series of different sized Unions with holes in them, then making them Transparent and CanCollide off and using a script to ‘open’ the holes in the wall up (make each bigger hole Union solid in steps).
The other possibility is to make a 10x10x1 hole Mesh and increase it’s size in steps. You’d have to have a very large section of wall around your “holey” section to allow the Mesh to be increased large enough to allow the hole to take up most of the 10x10 wall section though.