I have a system similar to the game Steal A Brainrot and I’m cloning a model into the workspace and tweening it but this spikes Network Sent and recieved to +80kb/s which is really slow for me.
I’ve tried to make the client do the tweening work but that would make it very out-of-sync and break the system since there’s also a ProximityPrompt on the part…
Any ideas or help is appreciated, thanks.
local newCat = cloneCat()
tweenCat:Fire(newCat)
--local newTween = tweenService:Create(newCat.PrimaryPart, tweenInfo, goal)
--newTween:Play()
--newTween.Completed:Connect(function() USED Completed instead of :Wait() since it yields the entire script
-- newCat:Destroy()
--end)
Client-side is the way to go. Fixing your desync issue is the real problem here. If it’s a timing issue, you can use workspace:GetServerTimeNow() on the client to get a consistent time measurement across all clients.
heres what i got: youre trying to make a tweening animation for cloning a model
my solution: use one singular part and weld it to everything in the model, then tween that one part, it’ll still be laggy but less laggy. i used this solution in one of my games, and lemme tell ya its a good solution
edit: realized that youre using a primarypart oops
The debris service exists specifically for this purpose. To destroy an instance after a defined time, which avoid using workaround such as yielding the script with a wait time, implementing a connection, or using a new thread.
Like I said, it’ll make it out-of-sync across the players and make the ProximityPrompt unable to work. New players also wouldn’t see any of them going across the map
I thought tweens were automatically destroyed after being completed. It doesn’t seem that Roblox would make tweens stay after being completed, considering they had to think out every service they made. Infact, the completed event might actually just cause a little more use.
Though, I may be wrong. If you reference the tween, it might be staying. If there is no reference or if it is not in a table, it may not be destroyed. But I’m not sure and I remember that tweens were destroyed after playing.
I’ve decided to make the prompt’s triggered function on the client-side instead and just ignored the out-of-sync issues since it won’t be much of a problem unless a player is at ~300 ping