Parts "not existing" on the Client

I’m working on a round-based, obstacle-course game and ran into a puzzling problem that I just can’t seem to solve…

My Problem

This problem ONLY occurs when there are 3+ people. It doesn’t occur with one or two players.

I have launch pads and wall jumps (which work like the ones in FE2) included in my maps. However, although these exist and can be found on the server, they are nonexistent on the client most of the time (occasionally they can be found and work). I believe this may be happening to parts in the lobby also, but I can’t confirm.

Miscellaneous information that might or might not be notable:

  • The maps are located between 1k and 6k studs away from the lobby (so that they cannot be seen by players in the lobby).
  • The local script trying to detect these parts is located under StarterCharacterScripts.
  • The script can detect the parts if the player resets his character.
  • This issue actually occurs with some other stuff too.

Solutions I’ve Tried

I assumed this was a rendering issue, so I tried the following:
1. Waiting until the player is teleported to the map, and then waiting an additional 3 seconds for the map the load in.
2. Checking StreamingEnabled and setting the MaximumTargetRange to 5,000.
3. Gathering the parts and models (the launchpads are models) into a table and sending the table over to the client. Although the models existed, none of the parts under the model existed on the client’s side. The parts for the wall jumps weren’t being detected on the client either.

Obviously none of these worked or why else would I be making this post :sweat_smile:)

I didn’t provide any code since I don’t think it’s too necessary, considering the scripts work fine with two or less players. I just want to know if anyone knows how to fix this problem.

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Use wait for child and for the parts with this issue, group them as a model make sure in Model streaming mode, select Persistent (Properties tab of Model Instance)

2 Likes

Are these launch pads created with scripts, or already placed in a map?

They are just placed in a map.

I can’t exactly use WaitForChild since the script doesn’t know whether the map has these parts or how many of these parts exist. I’ve been using a for loop.

Edit:
I just got around to grouping everything as a model and setting the ModelStreamingMode to persistent and it seems to work now. Thank you so much!

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