How many parts is too many parts for a place.
I have 13k descendants in the workspace whenever I try to test play the game in studio it just gets stuck at 50 and when I play it not in studio it just says requesting server.
For starters, you want to reduce the triangles to lessen the lag. To reduce it use the decimate option in Blender if you made it there. Second, try to make them low poly but good quality and texture, because some low poly just use main colors excluding shadows [e.g. a tree, some uses 2 colors which is green and brown, but to make it beautiful, add shadows and lightings. In that way, instead of 2, you have a variant of colors ranging from light green to dark green and light brown to dark brown (this works for me)]. Third, try also decreasing effects, that makes it lag like crazy especially it’s moving it takes FPS that can make your game slower. Lastly, make all of them organized not just putting a MeshPart in Terrain and not grouping it on an object [e.g. your spawn has many parts, add an object named Spawn then group all the objects and meshes that includes the spawn].
I’m not a professional builder but I hope this will help you*
Part count is not what dictates if a game is laggy. You should always be referring to Memory Use.
However 13k Parts typically don’t create much of a performance impact, especially if they’re using a lot of Instancing. Are you sure there’s nothing else in the game besides just the Parts that could be causing problems?
@Matchuchuchu They aren’t talking about MeshParts or really anything about what your post contained. Please keep on topic
I honestly have no clue what could be causing the issue besides the parts. Its just a huge obby its its not even clustered together its very spread out.
Scripts i am using are just basic kill on touch scripts checkpoint system. Not really alot of moving parts either total of 3919 models in the workspace maybe like 2 free models.