I am encountering a very strange issue with a .Touched event. Whenever the part in question is touched, the event doesn’t fire for good couple of seconds.
And you can step on the part and physically see in the output that it takes a few seconds before firing.
Now all of that is to lead up to my real question. My game has a LOT of parts in it. Is it possible that having so many parts can cause touched events to take a bit somehow? If so, then why?
Or perhaps having too many touched events (not that I have THAT many)? Nothing else in my game seems negatively effected and all of my remote events and such fire on time.
This happens with all touched events in my game. Even in a single script like the one I included in my post where there is no other code to cause the touched event to wait.
Plus, in your example, the touched event connection is not created until after Test has finished. But after the connection is created, the event should fire no matter when it is pressed (even if the same script is in the middle of another piece of code. I am touching the part a good amount of time after the scripts have started running and the lag is consistent for every time I touch the part.