Optimize mesh character loading

I’m attempting to clone a custom character primarily made out of meshes with a fairly large tri count, but all clients are getting a massive lag spike when a new character is cloned to the workspace. The render job itself takes almost half a second, as you can see in the microprofiler.

Do you guys know if there’s a way to optimize this render job? The mesh has no issues when moving around, it’s only when it’s initially loaded in. I’ve tried lowering the mesh’s RenderFidelity to performance and ColliionFidelity to box, but there’s still a massive lag spike when loading in.

How much tris is it? It shouldn’t be super high and it might be your script causing the lag, not the meshes.

We have about 100 meshparts, and total tri count is about 42k. It’s a massive number, but this is what our modeler came up with and we’re trying to stick with this model if possible.

Screenshot 2021-03-07 015743
There was a humanoid that was a child of workspace.