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COMMUNITY QUESTION

How do I prevent the lag spike from this script?

I've already asked this question before but I had no luck with answers. So basically I've been working on this script that finds other parts named "Destroyable," and so when the "Destroyable" part is within range of the destruction part (where this script is located,) it moves it around. Now I know making parts move around will cause lag, but I'm not concerned about that. What I am concerned about, however, are the annoying lag spikes this script causes, I'm pretty sure it's because of GetChildren() and GetDescendants() but I need them to find the parts and such. If there's another way to do this without using them both please help. Thank you for reading :)

while true do
wait(0.2)
local DISVALUE = script.Parent.Distance.Value
local DEVALUE = script.Parent.DE.Value
local partsW = game.Workspace:GetChildren()
if DEVALUE == 1 then
for i = 1,#partsW do
	if partsW[i]:IsA("Model") and partsW ~= script.Parent.Parent then
		local partsGet = partsW[i]:GetDescendants()
		for i = 1,#partsGet do
			if partsGet[i]:IsA("Part") or partsGet[i]:IsA("WedgePart") or partsGet[i]:IsA("UnionOperation") then
				local dis = (partsGet[i].Position-script.Parent.Position).Magnitude
				if partsGet[i].Name == "Destroyable" then
				if dis< script.Parent.Distance.Value then
					local thisisaPart = partsGet[i]
					thisisaPart.Anchored = false
					thisisaPart:BreakJoints()
					thisisaPart.Velocity = Vector3.new(math.random(-100,100),math.random(20,40),math.random(-100,100))
				end
				end
				end
		end
	end
end
wait(2.5)
end
end

2 answers

Your for loops do not have a wait on them, which tells the script to perform every loop as fast as possible lol

Lag spike machine:

for i = 1, 999 do
	print("lag ahhh")
end

Non laggy loop:

for i = 1, 999 do
	print("no lag yay")
	wait()
end

3 comments

0

yeah but then u need to wait

0

HappyTimlsHim, it waits the exact same time it runs the script without the wait (unless you put something more than a 0 in the wait)

0

The default value of wait is ~ 0.16, calling wait without any parameters uses this default value instead

Your loop is going through a lot of instances, you should be using folders to organise your Workspace so you look through only what needs to be looped through. At the time of creation, add your “Destroyable” parts In a folder or use the CollectionService:AddTag() and CollectionService:GetTagged() methods to minimise the number of objects you loop through, while also omitting several checks.

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