Vehicle Spawning Issue

Greetings everyone,

I’ve created a temporary system for vehicle spawning which seems to work fine from the outside, but has some bugs inside. Players can only spawn in designated checkpoints.

Now, I know touched events or part-based hitboxes are pretty bad for both detection and performance, but I wanted to rush the game. Now since my game is starting to grow, I’m forced to fix these bugs.

Anyways, when a player presses the spawn button outside, it doesn’t spawn anything.
image

However, as soon as a player enters a checkpoint, it despawns any current one(s) and spawns another one.
image

Here’s the code:

Server-Side:

local replicatedstorage = game:GetService("ReplicatedStorage")
local players = game:GetService("Players")

replicatedstorage.SpawnTukTuk.OnServerEvent:Connect(function(player)
	local char = player.Character
	local hrp = char:WaitForChild("HumanoidRootPart")
	local humanoid = char.Humanoid

	if humanoid.Sit == true then return end

	for _, part in pairs(workspace:GetChildren()) do
		if part.Name == "TukTuk" or "GoldenTukTuk" then
			if part:GetAttribute("Owner") == player.Name then
				part:Destroy()
			end
		end
	end

	local touchconnect

	touchconnect = humanoid.Touched:Connect(function(hitpart)
		if hitpart.Parent == workspace.Checkpoints then
			local tuktuk = replicatedstorage.TukTuk:Clone()
			tuktuk:SetAttribute("Owner", player.Name)
			tuktuk:PivotTo(hrp.CFrame*CFrame.new(0,0,-5)*CFrame.Angles(-67.5,0,0))
			tuktuk.Parent = workspace
			touchconnect:Disconnect()
		end
	end)

end)

workspace.Checkpoints["5"].Touched:Connect(function(hitpart)
	local char = hitpart.Parent
	local hum = char:WaitForChild("Humanoid")
	local plr = game.Players:GetPlayerFromCharacter(char)
	
	if plr then
		replicatedstorage.RebirthScreen:FireClient(plr)
	end
end)

replicatedstorage.SpawnGoldenTukTuk.OnServerEvent:Connect(function(player)
	local char = player.Character
	local hrp = char:WaitForChild("HumanoidRootPart")
	local humanoid = char.Humanoid

	for _, part in pairs(workspace:GetChildren()) do
		if part.Name == "TukTuk" or "GoldenTukTuk" then
			if part:GetAttribute("Owner") == player.Name then
				part:Destroy()
			end
		end
	end

	local touchconnect

	touchconnect = humanoid.Touched:Connect(function(hitpart)
		if hitpart.Parent == workspace.Checkpoints then
			local tuktuk = replicatedstorage.GoldenTukTuk:Clone()
			tuktuk:SetAttribute("Owner", player.Name)
			tuktuk:PivotTo(hrp.CFrame*CFrame.new(0,0,-5)*CFrame.Angles(-67.5,0,0))
			tuktuk.Parent = workspace
			touchconnect:Disconnect()
		end
	end)

end)

players.PlayerRemoving:Connect(function(player)
	for _, part in pairs(workspace:GetChildren()) do
		if part.Name == "TukTuk" or "GoldenTukTuk" then
			if part:GetAttribute("Owner") == player.Name then
				part:Destroy()
			end
		end
	end
end)

Client-Side:

spawnbutton.MouseButton1Click:Connect(function()
	if hum.Sit == false then
		click2:Play()
		screengui.Parent.ArrowGui.Arrow.Visible = false
		replicatedstorage.SpawnTukTuk:FireServer()
	end
end)

I know, this is terribly optimised, but it does get the job sort of done. I’m open to any Improvements :slight_smile:

Another thing,

Since I detect spawning by parts, whenever a low-end user drives a vehicle, it causes immense lag inside the spawning box, but as soon as they go outside of the box, the lag fades away. Any help on this is very appreciated!

Your code can definitely be improved for performance, optimization, and clarity, while addressing the specific bugs and issues you’ve mentioned. Here’s a breakdown of the problems and solutions:


Key Issues

  1. Inefficient Touch Event Handling:

    • humanoid.Touched:Connect() is used for detecting when a player is inside a checkpoint. This is inefficient and prone to over-triggering due to physics interactions.
  2. Lagging in the Spawn Box:

    • Constant checks with .Touched on low-end devices can strain performance, especially if unnecessary event connections are repeatedly made.
  3. Spawning Logic:

    • The spawning logic has redundant and overlapping checks, which can cause unexpected behavior (e.g., vehicles not spawning when the player is in the correct area).
  4. Unoptimized Cleanup:

    • The code iterates over all workspace objects every time a vehicle is spawned or when a player leaves the game. This is wasteful and can be improved with proper tracking.

Optimized Solution

Improvements

  1. Proximity Detection:

    • Use ZonePlus or Region3 for more efficient area-based detection instead of .Touched.
  2. Connection Handling:

    • Avoid multiple Touched connections by limiting connections to specific checkpoints or events.
  3. Vehicle Tracking:

    • Use a dedicated folder in the workspace for vehicles, and only check that folder for cleanup.
  4. Reduce Lag:

    • Ensure .Touched events are limited and efficiently handled. Disable unneeded physics interactions on vehicles in checkpoints.

Revised Code

Server-Side Script:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")

-- Folder to store vehicles
local VehicleFolder = Instance.new("Folder")
VehicleFolder.Name = "Vehicles"
VehicleFolder.Parent = Workspace

-- Function to spawn a vehicle
local function spawnVehicle(player, vehicleType)
    local character = player.Character
    if not character then return end

    local humanoid = character:FindFirstChild("Humanoid")
    if humanoid and humanoid.Sit then return end -- Prevent spawning while seated

    -- Destroy existing vehicle
    for _, vehicle in ipairs(VehicleFolder:GetChildren()) do
        if vehicle:GetAttribute("Owner") == player.Name then
            vehicle:Destroy()
        end
    end

    -- Check if the player is in a checkpoint
    local hrp = character:FindFirstChild("HumanoidRootPart")
    if not hrp then return end
    local inCheckpoint = false

    for _, checkpoint in ipairs(Workspace.Checkpoints:GetChildren()) do
        local region = Region3.new(
            checkpoint.Position - (checkpoint.Size / 2),
            checkpoint.Position + (checkpoint.Size / 2)
        )
        if region:ContainsPoint(hrp.Position) then
            inCheckpoint = true
            break
        end
    end

    if not inCheckpoint then return end

    -- Spawn the vehicle
    local vehicle = ReplicatedStorage:FindFirstChild(vehicleType):Clone()
    vehicle:SetAttribute("Owner", player.Name)
    vehicle:PivotTo(hrp.CFrame * CFrame.new(0, 0, -5))
    vehicle.Parent = VehicleFolder
end

-- Event handlers for vehicle spawning
ReplicatedStorage.SpawnTukTuk.OnServerEvent:Connect(function(player)
    spawnVehicle(player, "TukTuk")
end)

ReplicatedStorage.SpawnGoldenTukTuk.OnServerEvent:Connect(function(player)
    spawnVehicle(player, "GoldenTukTuk")
end)

-- Cleanup vehicles when players leave
Players.PlayerRemoving:Connect(function(player)
    for _, vehicle in ipairs(VehicleFolder:GetChildren()) do
        if vehicle:GetAttribute("Owner") == player.Name then
            vehicle:Destroy()
        end
    end
end)

Client-Side Script:

spawnbutton.MouseButton1Click:Connect(function()
    if hum.Sit == false then
        click2:Play()
        screengui.Parent.ArrowGui.Arrow.Visible = false
        ReplicatedStorage.SpawnTukTuk:FireServer()
    end
end)

Benefits of This Approach

  1. Efficient Proximity Detection:

    • Replacing .Touched with Region3 ensures no unnecessary physics-based triggers.
    • For even better results, you could use community plugins like ZonePlus for optimized zone detection.
  2. Organized Vehicles:

    • All spawned vehicles are kept in a dedicated folder (VehicleFolder) for easy management and improved performance.
  3. Reduced Lag:

    • The .Touched event is completely removed. Physics interactions are minimized.
  4. Scalability:

    • This approach works well with multiple players, vehicles, and checkpoints.

Additional Notes

  • ZonePlus Library:
    If you’re comfortable with external modules, you can use ZonePlus for robust and easy zone management.

  • Checkpoint Regions:
    Instead of relying on fixed part positions, you can expand this to support dynamically placed checkpoints or areas.

  • Vehicle Lag:
    To reduce lag caused by vehicles, ensure their physics properties (e.g., Massless and CanCollide) are optimized while they’re in checkpoints.

I appreciate your response, but did you use ChatGPT to write that? It looks eerily close.

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