Hey everyone!
I want to make a 10 by 10 grid of boxes and make them move up and down with the sin() of elapsedTime(), but I'm bumping into some performance issues.
Here's the essencial part of the LocalScript, placed in ReplicatedFirst:
local function UpdateCratePosition(crateIndex, dTime)
if crateIndex ~= nil then
local sin = math.sin(elapsedTime()+(crateIndex * 0.1)) * 0.1 * dTime
local cos = math.cos(elapsedTime()+(crateIndex * 0.1)) * 0.1 * dTime
boxList["boxes"][crateIndex].CFrame = boxList["boxes"][crateIndex].CFrame * CFrame.new(0, sin , cos)
end
end
local function onRenderStep(deltaTime)
for i = 1, #boxList["boxes"] do
UpdateCratePosition(i, deltaTime)
end
end
RunService.RenderStepped:Connect(onRenderStep)
Is there a better way of moving all these boxes? Should I use coroutines? or tweening?
It runs smooth on my pc as is, but on ipad and mobile it stutters.
(I'm basically looking for the Unity equivalent of Update() and time.DeltaTime)
