Hello! My game is in the City-Roleplay genre. A few of the jobs such as Bus Driver and food delivery use beams to indicate where the player should travel to.
The game’s map is huge, and requires StreamingEnabled on for performance improvements, this causes unexpected issues with the creation of beams. Currently, the client waits for a folder of parts in Workspace named 1,2,3,4,5… based on the index, and creates a beam to the part. When a player reaches near the part, the index increases by 1 and creates a new beam to the next index part.
However, the parts in this folder are located far away in different sections of the map, and do not always load 100%, resulting in failure of creation of beams!
In order to mitigate this issue, I fire a remote event that uses RequestStreamAroundAsync and forces the server to load the parts in the folders so the beams cannot be created. This is still not 100% reliable as stated in the RequestStreamAroundAsync documentation as it relies on player’s network connection.
I need a way to reliably force load the parts in the folders so I can create beams and detect when the player is near.