Looking for advice on the best way to randomize the scale of generated trees

I’m pretty new, and learning as I go.

I’m working on a system to spawn objects with random settings. Like a forest of pine trees, but all pines trees are slightly different.

I’ve got everything working except scaling.

It seems like the ‘correct’ way is to write a function that gets all the models children. Breaks any current welds. Scales the individual parts, then has to relocate each part because scaling down leaves big gaps between parts, then I gotta re-weld each part back together… Whew!..

But I am worried that if I am generating 100,000 trees in a world, it might use a ton of extra server resources.

My other idea was a band-aid solution to just make 3 pine tree models: small, medium, and large, since rescaling in Studio is so easy. And then my system just picks a random model.

This would look a bit better than all trees being the same exact size, even thought it’s not exactly what I wanted…

But this would mean my game has 3x the models. (Which might be fine since they all use the same meshes, but I’m really not sure)

If anyone can offer advice on this, I would really appreciate it.
Thanks!

Well, you see, 100K trees is definetly gonna lag your game alot. I suggest you make a chunk-based system which will spawn trees when you enter a new chunk. But that’s just my idea.