As the title says, I am really interested to hear some tips from the community to achieve this, as I’ve reached a roadblock where my game runs really slow when running on Roblox itself, but on Roblox Studio it runs fine. I found out that because I have a lot of objects in my place, and most of them require CanTouch to be enabled, the game I created is basically inspired by fall guys, so it has alot of obstacles, rotating things, etc. I also need to run hinge constraint motor to rotate things, and I need to rotate many things. So I wonder how Big Paintball runs their games they have tons and tons of bullets flying around and I don’t experience any server lag, I am sure these bullets require CanTouch enabled.
Are there alternatives to CanTouch? How do you test how much load the server is getting from your game? Any insights would be extremely helpful!
tldr: less unions, less unions with precise collisionfidelity, less physics on the server, less unanchored parts, no alot of parts near each other) no semi transparent decals/textures (either not transparent or fully transparent)
as of for the bullets (i didnt see them in game) i think they dont lag cause the physics is handled on the client (network ownership)
You’d rather have to “smartly” apply solutions to improve performance around everything that is performance intensive, especially things that are quite complex like projectile systems.
By that I meant something around not performing B if A is not done, for instance.
Thanks for the insights! will definitely look into network ownership, but the bullets I am talking about is on another game called “Big Paintball” so I am confused how you are not able to see them in game as they are literally its main feature lol