Hey, everyone. I have a game, Megalodon Survival, that has a lot of physics involved. The shark breaks part welds trying to eat the closest player in the water (Roblox water terrain). In a few maps, the shark and physics appear very slow, as if I am trying to blow up thousands of parts. Some of these maps have a lot, but not as many as others which work just fine.
I have plenty of scripts, old and new, in the game, as well as weld scripts for my maps.
The maps consist of several models, including parts with a weld script to hold the object together. This works fine in some maps and horrendously in others since the game goes snail-pace mode when the shark touches a part.
I have streaming enabled and that helps with client lag, but not server. What can I do?
@GrayTheCritic hey mate it’s probably a bug in the game u coded in but didn’t realise u done it
Have a check mate!
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It’s physics throttling. Mainly for performance reasons. Forgot how to turn it off but feel free to google it.
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So you recommend that I turn it off?
Their API says it’s a function that can only be used in the command bar, so I typed this in and I assume it worked
workspace:SetPhysicsThrottleEnabled(false)
I mean, I wouldn’t as that would lag your game out severely for some players, maybe even making it unplayable. It’s enabled by default for a reason.
Yeah, after doing some tests in Studio with it off, it throws all the lag onto the client which definitely isn’t a good thing. Is there any other way you know that may help it?
Well, I would say you can lower the amount of physics objects so it doesn’t trigger the throttling. Mainly, thats all I know.
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Anchoring some important parts seemed to completely solve my issue. Thanks for all the help!