I have been having an issue with lag ingame and the cause is the memory that increases over time.
Whenever i try replicating this in studio the memory doesn’t get increased.
Ingame :
Studio :
What is causing this to happen??
local debris = game:GetService("Debris")
local isfiring = {}
Remotes.SpitFire.OnServerEvent:Connect(function(player,block,value)
if isarena == true and block ~= nil and string.match(block:GetFullName(),player.Name) then
if isarena == true and value ~= nil then
if isfiring[block] == nil and value == true and block:FindFirstChild("Decorate") then
isfiring[block] = true
Remotes.Particles:FireAllClients(block.Decorate)
repeat
--pcall(function()
if block.Decorate.Decor1.VelocityInheritance == 1 and block.Decorate.RotVelocity.Magnitude > 8 then
block.Decorate.Decor1.VelocityInheritance = 0
elseif block.Decorate.Decor1.VelocityInheritance == 0 and block.Decorate.RotVelocity.Magnitude < 6.5 then
block.Decorate.Decor1.VelocityInheritance = 1
end
local newpart = Instance.new("Part")
local vectorforce = Instance.new("VectorForce")
local vectorforce2 = Instance.new("VectorForce")
local attachment = Instance.new("Attachment")
debris:AddItem(newpart,2.75)
attachment.Parent = newpart
newpart.CanCollide = false
newpart.Transparency = 1
vectorforce.Attachment0 = attachment
vectorforce2.Attachment0 = attachment
newpart.CFrame = block.Decorate.CFrame
vectorforce.Force = Vector3.new(1000,0,0)
vectorforce2.Force = Vector3.new(0,50250,0)
vectorforce2.RelativeTo = "World"
vectorforce.Parent = newpart
vectorforce2.Parent = newpart
newpart.Velocity = (block.Decorate.Velocity - block.Decorate.RotVelocity) + (block.Decorate.CFrame.RightVector * 49)
newpart.Size = Vector3.new(7.5,7.5,7.5)
newpart.Parent = block.Parent -- Aircraft
newpart.Name = "SpittedLava"
newpart:SetNetworkOwner(player)
--end)
wait(0.2)
until not block or isfiring[block] == nil or not player
if block and block:FindFirstChild("Decorate") and player then
Remotes.Particles:FireAllClients(block.Decorate,nil,nil,false)
end
elseif isfiring[block] == true and value == false then
isfiring[block] = nil
end
end
end
end)