Issue with Destroying a Model

Why is it that in my game when I destroy a model, it works as intended (When checking for .Destroying, It returns the entire model including the part descendants)

but in the place which is also under this game, when I destroy a model, when doing .Destroying, it returns just the model with no descendants?

tldr: why does :Destroy() destroy the entire model in 1 game but in the other game it destroys it’s descendants first

I thought this was initally because of StreamingEnabled, but even when I disabled it, it kept doing it

Figured it out by switching workspace.SignalBehaviour from Deffered to Default, if someone could explain what it does that would be great

Here is a post describing the different behaviors: Deferred Engine Events

Basically, deferred signal behavior means event handlers are resumed at a later time, while immediate (which I assume default is still set to) means event handlers are resumed as soon as the event occurs.

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