#where should physics based projectiles be handled?

1 messages · Page 1 of 1 (latest)

turbid matrix
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I've got a pebble throw attack that spawns and throws a rock every time it's used.
Currently I'm using a for loop on the server to check for collisions around 50 times every second. However, doing it this way puts a lot of strain on the server, so I was wondering if there was a better way to do it.

radiant scaffold
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RunService.PostSimulation / RunService.Presimulation

#

It would be something like r

local RunService = game:GetService("RunService")
local HitDetection = RunService.PostSimulation:Connect(fuction()
 ---- ur func in here
end)

And then after you are done you can

HitDetection:Disconnect()
last cairn
#

idk i read the autocomplete thing and its the exact same as heartbeat

rose geyser
#

Is the server performance really affected though

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I think it's fine but if you want to change it, you can increase the loop time

radiant scaffold
#

I haven't used heartbeat but i've searched it up and it seems better.