hmmm.
How about the neon parts.(the window’s lighting)
You could make them into point lights
If its not changing well, I’m sorry
hmmm.
How about the neon parts.(the window’s lighting)
You could make them into point lights
If its not changing well, I’m sorry
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.
Neon material doesn’t lag much even it has a glowing effect.
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.
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.
This is pretty obvious but have you read all of the output box.
Yes, they’re all errors on my Scripts that I need to fix soon, they don’t do anything bad to game, just errors.
What were the results from the microprofiler?
I don’t get how to use MicroProfile, it looked very confussing to me. Also, one thing: It start lagging exactly when I look to the laboratory. I think it’s because there’s so much windows in it.
Does Raycasting automatically ignore .CanTouch disabled objects? Or is it because of how you scripted the blood system?
I use .Touched() to detect the first collision frame, and after that I cast rays. If I disable .CanTouch, it will not detect the collision first frame.
It might be Future lighting, how many light source do you have? Also avoid using too much unions and meshes.
Ropes my cause lag because system has to calculate it’s physics and stuff.
Try removing ropes that player won’t interact.
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