When switching tabs in our UI (which internally just sets the visibility of the button to false/true), many of the meshes appear to reload. The models and meshes are not being moved around or parented, which was tested with the command bar code shown in the video.
In the constructor for these shop items, I am preloading the models themselves explicitly as well.
Is there a way to make it so that these meshes do not have this issue? Is this intended behavior? What are my solutions for working around this issue so that the UX isn’t affected?
Unsure how the location of the models before being cloned would matter, would like to hear why. However, they are stored in ReplicatedStorage under two seperate folders, which, after being found, are cloned and stored in the ViewportFrame as expected.
Notably, this issue seems to be happening in a more severe manner in Studio (Play Solo) rather than ingame, but it still does occur ingame (at least in the actual testing game.) Throwing in more meshes to be unloaded/reloaded should theoretically make it occur in Player as well.
Because images with high amount of MB cannot load so easily.Another alternative way is to use tables.Store the images links in a table.and then do scripting.