For the amount of stages it has, it isn’t laggy at all. Infact, I can run full graphics with 0 lag. I was wondering how they did this? I really wanna make a massive obby but lag is unreal in it so I was wondering if anyone knows how to make it like this game, lag free?
There is no such thing as making a game “lag-free”, you can’t have a big game and expect no lag, you can minimize the lag by reducing physics movement, make sure your parts are anchored. That obby looks fairly simple, and I am pretty sure they use some building tricks to reduce the amount of parts.
Contrary to believe unioning similar parts that look like one big part helps reduce memory usage because your only loading one instance instead of many part instances
What happens is if you have a big game it’s going to take up a lot of memory. The main problem isn’t the GPU/CPU’s proccessing power its more due to the fact that if your game takes up a lot of memory and loads new parts/data its not going to have enough space to load it so the client lags trying to remove data no longer needed to fit in the new data
if you press F9 you should see a developer console and see client memory usage at the top. 400-500 is recommended for mobile players whilst 900 is a nice cap for pc and console
I’m not really a builder and I hear union corruption is a big problem
This is untrue as it not only has to process the unions but the parts within them, so you’re really just digging yourself a bigger hole. Use meshes instead, whenever you can.
Most the time you would be correct but if you had like 50 parts to make a model. Thats 50 material properties 50 size properties. It not really about rendering the parts (which is why union corruption happens so often) its more about the fact that the client has to load in the properties everytime they see that part
while unioning is just combining all of them into one part with the same properties