I have a Train which has 5 coaches, each coach has 200 parts, there are 2 bogies per car, each trainset (Two bogies) has 100 parts; making the total part count rise to 1500.
Each Bogie is separate from the car, having its own Hinge constraint and their own weld script. (So the bogie also turns on curves, making a realistic effect)
The weird thing is that I’ve had trains (4 Cars) with easily 2000+ Parts moving with barely any FPS Drop
However, when I try that with the new train (Also having a new system) the FPS Drop to an unplayable level
Note: There is no networking going on, so I’m very confused at the network values
You could union then. But unions do cause lag as well if they are too many of them. --Try it!
You could make the models in software like blender and then there wouldn’t be as many instances if i am correct.
I would recommend exporting the trains parts as a wavefront (.obj) file and using blender to clean up the tri count, after that I would import all of the newley remodeled parts of the trains as meshes which are also quicker more optimized then many parts and see if that improves it which it should. Due to less parts and more optimized tri