I’m pointing out the big detail and information about the bug. Basically, my game has a Sea with 2026 bones across the surface. I have 9 of them placed in a grid. When running Instance.new()
, even with the bones inactive. The sea is client sided, and the bones lag the user once you insert a part into workspace. Keep in mind the Sea is in workspace.
If the Sea is moved from workspace to ReplicatedStorage, and is ACTIVE it wont lag. This might be due to a streaming error, when rendering the bones and the part together on insertion. There is total of 18234 bones for the whole sea.
In conclusion, the client lags due to multiple bones. It doesn’t lag cause the bone exists. It lags because you insert a part with the Sea in workspace, even when it’s inactive (no scripts just in workspace). I HAVE NO OTHER SCRIPTS THAT ARE UNOPTIMIZED AND LAG.
I just parent the sea into workspace, 9 of them and they lag on part insertion. Anything instance, that is a part, a meshpart, a union. If it gets moved from ReplicatedStorage to workspace, Lighting to workspace, Player.Backpack to workspace. yeah that lags too
TLDR; Sea lags and has, 2026 bones each, 18234 in total. from Instance.new("Part")
both in workspace
TLDR SHORTER; Multiple bones that are in workspace lag. Instance.new("Part")
In these following videos, I show part insertion with it inactive and in workspace, and inactive and in replicatedstorage.
I could’ve parented the seas, but it still would have the same problem.
my system information
This game just has the seas and you can run Instance.new(“Part”), and it’ll drop your frames
Sea Lag.rbxl (100.0 KB)
Expected behavior
When doing Instance.new(“Part”) it should not lag the user on the client side.