My loading screen's :PreloadAsync() is weird

So basically, what’s happening is that :PreloadAsync() behaves really weirdly and I don’t know what I’m doing wrong

If I get a table of assets through game:GetDescendants(), it doesn’t even dare to start up.
However, if I use game.Workspace:GetDescendants(), it works, but after some time it gets stuck on a random asset, I tried debugging it but I never found an answer to it:

for number, asset in pairs(numberOf) do	
	contentProvider:PreloadAsync({asset})
	local size = number / #numberOf
	local tween = tweenService:Create(script.Parent.LoadingBar.Bar, TweenInfo.new(0.2, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), {Size = UDim2.new(size, 0, 1, 0)})
	funfactText.Text = funfactText:GetAttribute("Randomized").." ("..number .."/"..#numberOf..")"
	tween:Play()
end
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So assuming that numberOf is the amount of assets in your game, it might just be that there are too many assets in the game to be iterated through using ContentProvider. Not too sure, just an idea.