even with data store, its hard to load(if its a ton that the player has created themselves). idk how other games do it
actually, get rid of the a
variable within the two functions and define it at the top of the script so that a
is used both in Read
and the OnClientEvent
it didnt work, thanks for your replies though
I agree with @Imperiector, you could do this much more efficiently. Use a dictionary to store elements and create connections / disconnect connections where based on distance ā same with rendering. Iām still confused on how you have thousands of instances, that shouldnāt be.
wait a second, did you call the wrong function?
i DID, thanks for letting me know, iāll fix it. i ended up putting the os.clock in the wrong function
its a lot better than it was before, but there are still some here and there
with the amount of things that are being loaded its not surprising that thereās lag, youāll just have to live with it. if it only lags while its loading it shouldnt be a problem
i dont know how loading systems in other games do that without lag though, but this works
i think games with short loading times freeze up more often during loading than games with longer loading times, im just speculating but it would make sense if that was the case. maybe whenever you play a game pay attention to the lag vs loading time
yea, build a boat for treasure has a huge loading time when it comes to bug builds
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