TDS game humanoids

I keep seeing that “humanoids are too laggy”. However how many is like ok for performance at max. Second of all what would be a good replacement.

Good question.

From this post seems to be 50 before it starts dropping. Including pathfinding.

For a replacement, use CFrames and :BulkMoveTo to avoid physics collision lag. Also probably custom pathfinding to a more simpler efficient method (following preset path).

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Bulk Move To? And flr animations would i just rig them up without a humanoid and just an animator. Also how would i put shirts on characters without a humanoid

You could try still using a humanoid. The major lag is physics and you can disable those states.

Otherwise probably just clone the decals and use an animation controller.

Google

Based on the data from the game itself I’d say more like 80-100

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workspace:BulkMoveTo(array_of_parts, array_of_cframes, Enum.BulkMoveMode.FireCFrameChanged)
As the name suggests, you move a bunch of parts inside of array_of_parts, to the corresponding cframe in array_of_cframes. This is way more efficient for large amounts of parts, than using a for loop and setting all of their CFrames.

if you want to use the humanoid for just animations you can use the animation controller for better perfomrance