My game has a lot of moving parts. Each plane and ship has some parts that show as guidelines of where to fly in and where to shoot. They also have small transparent parts which show where bullets spawn. If I replace these with attachments, would lag decrease? Because I’m finding that lag tends to go up the more planes launched by players.
A little help here?
(Please)
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Replace what exactly with attachments? If you have transparent parts that show where you are shooting, try replacing them with effects instead if you have a high part count.
Try using workspace:BulkMoveTo
to move a bunch of parts in bulk. This can save a ton of performance. Also, maybe have the further away planes are the less often it will update their cframe. This could also apply to other things
Thanks for your help, but I need highly accurate simulations. I am using body velocities.
My ships have invisible parts that tell where aircraft should go and attack.
Should I replace these invisible parts with attachments?
I apologize for not being clear enough.
@baseparts @mandude325
I don’t think this will make a difference since the part is transparent, to be honest I suggest just using a part
How are you moving the invisible parts to tell where aircrafts should go to attack? Also, on average how many of the parts do you think there are at once?
This could not be related to this invisible parts, but maybe the model of the planes or how you handle bullets or other things. Could you give some more info on stuff like that?
I really suggest checking out how to use the MicroProfiler
I use client sided bullets. When a player shoots, it gets created directly from another local script. When an A.I plane or gunner shoots, it’s from a serverscript, which gets a remote event telling every client to make a bullet.
Each plane has an average of 3k tris. I’m not moving the parts. They move with the ship. Each ship has an average of 16 invisible parts.
Thank you for your help!