Added ObjectCache:Update() method to force all the queued parts to move immediately. This can be useful when you need to make sure all parts move into vision right as you get them. For optimal use, it is recommended to only call it after getting all parts first.
Provide support for using models as the cache template. Maximizing the engineâs capabilities, BulkMoveTo is called on the PrimaryPart of the model - meaning you get much faster retrieval speeds than if you were to call Model:PivotTo, while remaining efficient! Note: you will have to weld all parts to the PrimaryPart for the other parts to teleport along with the PrimaryPart.
Optimize initialization of the cache; the cache container is now initially parented to nil, and is only parented into workspace once all cache objects have been parented to it. This significantly lessens the cost of cloning and moving the objects.
This would be hard to implement on my end, as I cannot know which properties you would like to reset, and to what values. This would also make the module suffer from performance issues. It is best to leave such implementations to the user.
Hi, yes. There is an API reference provided in the main post â you can see that the most used methods :GetPart and :ReturnPart are the same, with the exception of GetPart being able to be passed an additional CFrame argument.
I will take at face value that this functions better and/or differently compared to PartCache.
But obviously lots of people are aware of PartCache and when they stumble upon this, which seems to function similarly to PartCache, they will ask âWhich one do I use?â. While I donât think youâre required to explain how your module is different compared to PartCache I think itâd be a good idea to do so to help users and yourself if youâre looking for wider use by the community.
I use PartCache rarely, actually I can probably switch over to this module without much work. But I wonât because Iâm currently not incentivized to. Is this module easier to use? Maybe. Is this module more performant? Maybe. But basically I donât have a problem with PartCache, so thereâs the old saying âDonât fix what isnât brokenâ, and this module doesnât seem to provide enough benefits to switch over (as of my current situation).
Otherwise Iâll keep this module in mind and use it for future projects, but my current project will continue to use PartCache.
I do not like calling out specific modules, both out of respect to the original developer, and out of principle. I already explain in âWhy ObjectCache?â and âSupports modelsâ as to why it can be considered a better alternative; it is more performant, supports models, and is more up-to-date with Robloxâs APIs. You are free to make your own rational decision between switching and not â Iâve tried it in an existing game, and simply replacing the source of PartCache with ObjectCache seems to work seamlessly.
Fix the module causing lighting to flicker. This is a now-reported engine bug, which was caused by the parts being moved too far away from the world origin.