#How do I reduce lag?

1 messages · Page 1 of 1 (latest)

foggy widget
#

When the glass shards particle effects appear, the game lags.How do I reduce the lag?

local NTRi = math.random(10,25)
                
            
                for i=1,NTRi,1 do
                    local function DTri()
                        task.wait(math.random(1,3)/1000)
                        local Tri = CGui.Triangle:Clone()    
                        Tri.Size = UDim2.new(math.random(1,2)/10,0,math.random(1,2)/10,0)
                        Tri.Parent = CGui
                        Tri.Visible = true
                        Tri.Rotation = math.random(-360,360)    
                        local DTime = math.random(1,25/10)
                        game.Debris:AddItem(Tri,DTime)

                        local TInfo = TweenInfo.new(
                            math.random(8, 10), 
                            Enum.EasingStyle.Exponential,
                            Enum.EasingDirection.Out, 
                            0, 
                            false 
                        )

                        local TweenInfoSize = TweenInfo.new(
                            math.random(2, 4),
                            Enum.EasingStyle.Exponential
                        )

                        local EndPosition = UDim2.new(math.random(-10,10), math.random(-100,100), math.random(-10,10), math.random(-100,100)) -- Final Pos (bottom)
                        local EndSize = UDim2.new(0, 0, 0, 0) -- End Size (0)

                        local TweenSize = game:GetService("TweenService"):Create(Tri, TweenInfoSize, {Size = EndSize})
                        local TweenPosition = game:GetService("TweenService"):Create(Tri, TInfo, {Position = EndPosition})

                        TweenSize:Play()
                        TweenPosition:Play()

                        game.Debris:AddItem(TweenSize,DTime)
                        game.Debris:AddItem(TweenPosition,DTime)

                    end
                    coroutine.wrap(DTri)()
                end
exotic oxide
#

looks more to do with what happens after the particle effects appear rather than the particle effects themselves