0% found this document useful (0 votes)
44 views4 pages

Roblox Render Management Script

The script manages rendering of game objects based on the player's distance from them, utilizing services like Players, ReplicatedStorage, and Workspace. It scans and organizes parts into a render cache, updating their visibility based on a calculated render distance. The script also handles player character respawns and ensures parts are properly rendered or cached accordingly.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
44 views4 pages

Roblox Render Management Script

The script manages rendering of game objects based on the player's distance from them, utilizing services like Players, ReplicatedStorage, and Workspace. It scans and organizes parts into a render cache, updating their visibility based on a calculated render distance. The script also handles player character respawns and ensures parts are properly rendered or cached accordingly.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 4

local players = game:GetService("Players")

local replicatedStorage = game:GetService("ReplicatedStorage")

local runService = game:GetService("RunService")

local workspace = game:GetService("Workspace")

local pause = false

local localPlayer = players.LocalPlayer

local renderCache = replicatedStorage:WaitForChild("RenderCache")

local character

local humanoidRootPart

local render = workspace:WaitForChild("ObjRender")

local parts = {}

local renderDistance = 200

function Scan()

parts = {} -- Clear the parts table

for i, obj in next, render:GetChildren() do

table.insert(parts, obj)

obj.Parent = renderCache

end

end

function GetPart(obj)

if obj:IsA("BasePart") then
return obj

else

for i, obj in next, obj:GetChildren() do

return GetPart(obj)

end

end

return nil

end

function Fix(m)

for _, i in pairs(m:GetChildren()) do

if i:IsA("BasePart") then

i.Parent = render

else

Fix(i)

end

end

end

function Update()

if not pause then

renderDistance = workspace:GetRealPhysicsFPS() * 2

for e, v in next, parts do

local part = GetPart(v)

if part then

local distance = (part.CFrame.p - humanoidRootPart.CFrame.p).Magnitude


distance = math.floor(distance + 0.5)

if distance <= renderDistance then

v.Parent = render

else

v.Parent = renderCache

end

end

end

end

end

localPlayer.CharacterAdded:Connect(function(char)

pause = false

character = char

humanoidRootPart = character:WaitForChild("HumanoidRootPart")

character:WaitForChild("Humanoid").Died:Connect(function()

pause = true

end)

-- Clear the render cache and re-scan parts when the player respawns

for _, v in next, renderCache:GetChildren() do

v:Destroy()

end

Scan()

Update() -- Call the Update function to ensure parts are updated

end)

Fix(render)
Scan()

runService:BindToRenderStep("RenderSys", 1, Update)

You might also like