Performance of attached parts versus local script or script

Hello everyone, please tell me if the parts are attached there will be a difference in performance if they are created with a local script or script?

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Depends what you mean. In most cases the server is more powerful than a client so could handle part physics more easily but I don’t think there would be a large difference between the computing time if both the server and the client were of equel size. This question is quite vague so I’m not sure if that’s the answer you want.

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I have a lot of different buildings that will never move in the game, in which script is it better to draw them? The server will transfer these buildings once to the client and will continue to be drawn on the client? Or will the server each frame transmit these buildings to the client? The documentation says that it is better to draw maps in a local script, but what are maps? A lot of building is this a map?

If you’re doing some sort of procedural terrain generation then yes, make it on the client.

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This is not terrain, is it mesh and parts.

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Well how come you’re having to load it through scripts? Surely you could just make it in Studio like you normally would.

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