My tweens for ziplines are still extremely choppy even though they are running on the client side. Is this preventable?
Video:
Tween script: (I tried to explain as best as I can)
Solved
My tweens for ziplines are still extremely choppy even though they are running on the client side. Is this preventable?
Video:
Tween script: (I tried to explain as best as I can)
Solved
Many tweens being played on the same object in quick succession (like what’s happening here) has caused choppiness for me in the past too.
I would recommend swapping to the RunService.RenderStepped
event, and simply moving the cframe yourself along the path (as you seem to be using linear tween style anyways). As it also offers a deltatime parameter that tells you how much time has passed since the last RenderStepped
fire. (Which you can use for lerping)
(Also something else of note, when you do ziplineCompleteEvent:FireServer(player)
, sending your player when firing to the server is unnecessary, as the first parameter for RemoteEvent.OnServerEvent
is always the player who fired it. Meaning both the first and second parameter will be the player as of right now.)
Alright thanks for the feedback, I’ll try to implement this and see if it helps.
Can’t thank you enough for this suggestion! It works perfectly and causes little to no lag.
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