Local parts subscribed to the Touched event causes intense throttling on server Touched events for player owned parts, server owned parts are fine. I’ve managed to recreate this bug both with Filtering Enabled and without it. The core issue with this bug is that local parts attempt to replicate Touched events to the server.
This happens every time, and gets progressively worse the more local parts with the touched event are created.
Here’s how it works:
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Create several local parts subscribed to the touched event (or do it on a loop)
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Create a part on the server
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Set the networking ownership of the part to a player
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When you have something touch it, it takes a very long time for the event to be received by the server.
Example place: https://www.roblox.com/games/798320376/Touched-Bug#!/game-instances
The ideal behaviour likely doesn’t involve spamming the server with Touched events for parts that don’t exist on the server.
I found this recently but it may be long standing
Notes
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Local parts have a network overhead
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Removing the local parts allows touched events from the player owned part(s) to go through correctly (queueing issue?)
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This gets worse the more local parts with touched events there are
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This isn’t a problem when you don’t subscribe the local parts to the touched event, but they still have network overhead.
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If this doesn’t warrant a fix, it should probably get a note on the Touched event in the Wiki
Suggestions:
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Provide an official way to create local parts, such as an object in Workspace where physics events aren’t replicated.
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A bool value on parts determining whether or not changes should be replicated