I don't think it is very efficient to be running this code constantly with a while true do loop. Imagine a game with many of these doors, all running that code constantly
Hey! Luckily, this code does not perform any complex calculations. You really shouldn't have any performance issues with this system I thought of a few alternatives, specifically using a parts.Touched event, but I don't think it's reliable enough to use for this purpose If you have any ideas, please share them!
@@TheLetusGarden one thing i've experimented with is using proximityPrompts as proximity detectors for objects in the world. give them a tag for collectionService to look through and then :Connect the PromptShown event in a localscript to have it fire a remoteEvent on the server that's inside the proximityPrompt instance. Then the server script does whatever it has to do. You can hide the actual prompt by setting the style to custom and not putting any billboard in it, and to keep it from interfering with other proximityprompts you just set its activation button to an input you don't plan on using(ie numpad * or something). this is a little bit complicated, but if you're using a single script architecture it's not too bad, the biggest issue i have with it is that it's vulnerable to exploits, but something like a door should be pretty easy to run a validation check on. i used it at first for one-way platforms, but proximityprompts don't trigger if the camera isn't looking their way so if the object is above you it can behave oddly.
Oh my gosh the goat has returned
woah i forgot about this channel, and how big i was into roblox studio when i was younger
I'm so excited!
hey i have a suggesstion for a video you made a star wars morph gui could, how can i group the morphs with my roblox group
Wow. New Video!
I don't think it is very efficient to be running this code constantly with a while true do loop. Imagine a game with many of these doors, all running that code constantly
Hey! Luckily, this code does not perform any complex calculations. You really shouldn't have any performance issues with this system
I thought of a few alternatives, specifically using a parts.Touched event, but I don't think it's reliable enough to use for this purpose
If you have any ideas, please share them!
@@TheLetusGarden one thing i've experimented with is using proximityPrompts as proximity detectors for objects in the world. give them a tag for collectionService to look through and then :Connect the PromptShown event in a localscript to have it fire a remoteEvent on the server that's inside the proximityPrompt instance. Then the server script does whatever it has to do. You can hide the actual prompt by setting the style to custom and not putting any billboard in it, and to keep it from interfering with other proximityprompts you just set its activation button to an input you don't plan on using(ie numpad * or something).
this is a little bit complicated, but if you're using a single script architecture it's not too bad, the biggest issue i have with it is that it's vulnerable to exploits, but something like a door should be pretty easy to run a validation check on.
i used it at first for one-way platforms, but proximityprompts don't trigger if the camera isn't looking their way so if the object is above you it can behave oddly.