Would it be cloning rigs from replicated storage? And for spawning them adding specific XYZ in scripts or the position of certain parts? which would be easier and cause less lag if you know.
The method you mentioned sounds like it would work well! If you are looking for absolute least amount of lag you would want to be doing client side enemy rigs but for a wave based game that’s pretty overkill anyway.
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OK, thanks, was just wondering so I could get the best solution for huge waves and mobs
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For insanely high mob counts, you might want to look into the client side method I mentioned. The idea is that on the server each mob is only one invisible part but then on the client the mobs are loaded in so they look normal. This helps keep the count of moving parts way down on the server which can help in some cases.
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