.Touched Event on Terrain Lag

When I use a .Touched event on a massive part that touches the “Terrain”, it causes immense lag and I don’t understand why.

I have two parts, both with their own .Touched event in the linked YouTube clip and the interaction with the small part works fine - I barely notice any frame drops but they are much more noticeable in the huge part.

Visual Aids: https://www.youtube.com/watch?v=Ky8kPaoACYk

System Information:
OS: Windows 11
CPU: Intel(R) Core™ i9-14900KF
Memory: 32.0 GB
GPU: NVIDIA GeForce RTX 4080

Beta Features:
Dragger QoL Improvements
Haptic Effects
Incremental typechecking and autocompletion in studio

Reproduction File:
I have attached a copy of the parts on the terrain that causes this issue to reproduce the bug.
Terrain Test.rbxl (554.8 KB)

Additional Information:
In normal circumstances I would anchor the hitbox so it doesn’t register the “Terrain” and the hitboxes wouldn’t be nearly as huge as the ones used in the demonstration, but I am making a skill in my game’s next update that needs to work with multiple hitboxes of this size that move with the character. Here is a clip demonstration of what it’s like right now: https://www.youtube.com/watch?v=ebtkadiqkxo

Expected behavior

The .Touched event should not lag like this when touching terrain

It would also be nice to have a way to disable terrain from being registered on a .Touched event specifically

7 Likes

Managed to find a work around for this by just setting the Terrain.CanTouch = false