Unusual Script Timeout on :GetChildren() Or Referencing GameUI - Contact Me

**This is not a typical help forum so read all the info carefully below! **

Hey there! I’m BossmanRyzen, A 7 year-long solo game developer and computer science student More info on me here! working on a self project which is a Sci-Fi FPS game called Proximus, I was hoping to release it as alpha this summer and with certain confidence can call it a highly diverse competitor to other FPS games exploring themes not seen on an FPS on Roblox boasting being the first game on Roblox to feature a south Asian map, an immersive riposte for an FPS however there fatal errors that I’ve really not been able to resolve are hindering this.

I am needed for someone who also has high expertise within the fields of scripting, programming, and software architecture or also any knowledge working with the micro profiler to suggest potential culprits and advice me with reducing the lag. Someone familiar with FPS game architecture is preferable also to the following issues or if needed contact me preferably on discord BossmanRyzen#5824

I am willing to discuss any royalties providing the support was sufficient enough

Firstly below are some clips of my game so far so you get an idea of the game you are dealing with. (Footage below is the game in pre-alpha bare in mind)

Now in short here are the underlying issues I’m facing.

  1. :GetChildren() on PlayerGui is causing complete freezes of the client When the player dies, the backend client manager will need to refresh the ui as the player respawns and for some odd reason the script seems to timeout when trying to iterate through the table that is the product from PlayerGui:GetChildren()

  1. Client memory gradually building up I am unable to find the root of this, memory management was highly thought of in the game’s code design as it’s structured upon singletons and all the code pertaining to the client is interlinked like a tree making use of global modules and keeps tabs of even the smallest things down to tween instances it collects and it clears up dumping the code.

  2. ** The issue above seems to relate as over time the lag in slightly increasing and even causes the DebrisService to extremely delay** Now this really was the issue that really baffled me, this usually occurs the most when multiple people join the server and shoot many projectile and bullets simultaneously, every single effect is replicated on the client (the server has barely anything happening to it besides bullet authentication) and the parts being shot are making use of PartCache for the additional performance boost.

If you are up to helping resolve this issue (rewards can be discussed) then contact me on BossmanRyzen#5824 this is a game that would you not regret advising for I can say that with utmost confidence (this is so I can avoid unwanted users joining the game leaving it vulnerable to exploiters before release.) Thank you!

This should be split into 2 topics:

You probably bloated the rest of your script lol.

Intel > Ryzen