Why my small map is so laggy?

,

Utilize the MicroProfiler to determine what is causing the lag.

2 Likes

Alright, I’ll test it out soon.

1 Like

I made a simple Script to check for it, and the total meshes is: 5 9, wow. And the total unions are: 3 4 9, holy.

1 Like

I’ll try deleting them via Script to see if that was the cause of the lag.

2 Likes

Welp, it didn’t worked. I’ll check the Pokemoncraft5290 suggestion.

1 Like

There are a couple possibilities

  1. Check your scripts, having too many while wait() do's can be performance heavy

  2. Too many unions. Unions are not good for performance → Unions causing lag?

  3. CollisionFidelity. Having meshes collisions on PreciseConvexDecomponstion (ignore my spelling) is REALLY bad. Have as many meshes set to box and hull as possible.

6 Likes

Alright, I’ll test it out now.

Just a little thing
When changing meshes CollisionFidelity

You cannot select multiple and change them all
If they all have different collisionfieldity’s, you have to manually select every one and change them for some odd reason…

1 Like

Ah. I see some model cars in your game.

To be honest, I’ve put those types of cars inside of my game and it became to LAG!

I recommend you to delete them away and replace them with some neutralized object.

1 Like

Alright , I’ll remove those cars.

Removed them, I don’t see some performance changes.

3 Likes

hmmm.
How about the neon parts.(the window’s lighting)
You could make them into point lights :smiley:

If its not changing well, I’m sorry :frowning:

1 Like

If you used free models they might have scripts that cause lag.
Using future lighting and lot’s of textures will also lag.
Delete parts that players won’t see/interact.

1 Like

Neon material doesn’t lag much even it has a glowing effect.

1 Like

It’s probably all your non-Roblox textures. Also try enabling StreamingEnabled.

Also for all the neon parts, disable CanTouch and CanCollide. It’ll reduce a bit of lag.

1 Like

As I said, the only free models that I used was: Light Poles and Meshes.

Alright, I’ll do that right now.

To be honest, I can’t do that. I use a blood system that I made and it needs to use .Touched() to make the flews touch the floor, and it casts a Ray after that, so it will just clip through if it don’t have ‘CanTouch’.

Try checking for scripts inside any toolbox models for viruses

I already did that, remember to read all the posts before posting.