#Handling spawning large number of objects
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What kind of objects?
Like custom complicated ones or just basic
In my case it's a small model with max 10 parts inside of it
Why do you need to spawn them?
It's the main loop in my game really, every 3 seconds one of these models spawns
But i'm planning on having upgrades which will increase the spawn rates
Hmm you shouldn't increase spawn rates that much but their value of some kind instead
Yeah I suppose, I feel like the game would be more satisfying with more spawns if ya know what i mean
Your goal is to spawn as little amount of objects as possible while still making the game feel good
I see
Would having let's say 100 of these models anchored affect the server performance, or client-fps?
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Is there any way to test
There aren't any tricks tho this i think just spawning less or less detailed versions
Probably but anchored models are still better
because they don't have physics I assume?
Yeah
You should also disable useless settings if you don't use them like can touch
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well that's the other thing, i'm currently detecting touches with .Touched
and i've heard it's not the best way to reliably do it
Was doing some research and found about Part Pooling, perhaps this could help?
https://devforum.roblox.com/t/partcache-for-all-your-quick-part-creation-needs/246641/117?u=xwandhere
Fixed the type definition, I was converting a large majority of my code to be type strict and noticed methods were not typed, so I fixed all the type issues. Also removed the parameter variable shadowing the local below the function declaration in @LostShedGames’s reply This should finally fix this issue: --!strict --[[ Forked by yyyyy...
I don't think you should use this
It's too complicated for most people
Yea I think I've decided I'll just spawn quick rather than spawning lots
I don't think this is unreliable but ok
Alright