I currently have a Tycoon in development. I want that when you’re not in a tycoon, moving parts don’t load same as the game “My Restaurant”. When you’re not in a restaurant, Customers, tables, seats, etc… don’t load so you can’t see them. I really need this to save up some server memory and optimize the game.
I would ask the server for the data with a remotefunction. Then gain a table with all contents and re-create all objects, if the objects are in large amounts, don’t forget to add waits. You don’t want “lag spikes”.
Make sure to put assets of the game in ReplicatedStorage so the client can clone these for regenerating the tycoon.
Thanks you for your answer.
I don’t want to delete static objects, but delete moving parts. The current problem is that moving parts can move, be deleted, created, etc…
Oh I now realised you said server optimization, one thing that could prevent having lots of physics lag on the client and server I guess is setting the physics group of all generated unanchored parts of a tycoon. Make them not collide with eachother. >when you’re talking about those common tycoons with parts dropping from “droppers” and many physics are there.
I kinda don’t know what kind of tycoon you’re talking about but moving objects etc. If you tell more about your game I know what you’re trying to do exactly.
I do know how to optimize client mostly
-make sure the meshes are low quality.
-set networkowner to server
-anchor parts on client if you’re far from them (only do this with networkowner to server otherwise you might have teleporting parts if you gain networkownership over them suddenly)
is your client or server lagging?
also sorry for my late message, I’ve been sick and not much on the forum past week