I’m seeking the most optimal way of handling multiple of the same events. I’m making a tycoon and need every dropper I buy to produce drops without being extremely off by the set wait or to lag the game as more & more droppers are bought.
I have a ChildAdded to check whenever a dropper is bought(moved into their tycoon) & that same script controls all droppers.
Couple of things I’ve tried; I have tried to have an attribute in workspace, have 1 single loop update that attribute & use GetAttributeChangedSignal on droppers, this showed to be extremely inefficient, but I didn’t expect much either, just experimenting on different ways. I have tried to simply run while true loops. & now I’m trying RunServer.Heartbeat.
I have no idea how to check what is more performant & I wonder if anyone else have an idea of what could be most performant or how I check that myself.