Load on Demand Question

I had a question about the internals of Roblox.

I’m wanting to create a Load on Demand system for Roblox, as Streaming Enabled is simply not a sustainable option as it doesn’t unload unless it absolutely needs to. While that is desirable for some, in the particular game the LOD is for, that behavior is not desirable and keeping resources down is a priority.

I was hoping someone could tell me the best place to store parts while they’re not in the Workspace. Obviously, an LOD is going to store accessible parts on the client somewhere, however, is there a space in the client that doesn’t hog resources? One of the issues with Streaming Enabled is that it only preserves RAM, not internet activity and other resources.

Please help! I’ve got basic code written and it works, it’s just a matter of figuring out what to do with all the parts.

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As far as storing things on the client goes, your best bet is probably ReplicatedStorage. As far as I know, there’s no “better solution” that will use less resources, per se. If you’re using meshes, make sure you tweak the quality properties accordingly (for collision and render fidelity). Apart from that, we’re really at the mercy of Roblox’s engineers in optimizing the engine.

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