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How does one fix a glitched CSG?

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Fvii is not online. Fvii
Joined: 13 Dec 2014
Total Posts: 74
24 Apr 2017 11:25 PM
I have an alpha-staged tycoon with 6 thousand parts (more items being added). It gets cloned six times to six bases at the same time, and then moves it to lighting instantly, but then when players play, they find that they walk through them though its CanCollide false. I then added a wait(5) to all of them in the loop that clones the tycoons to no avail. Are there an actual way to fix glitched CSGs? How do all the other tycoons do it?


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128Gigabytes is not online. 128Gigabytes
Joined: 17 Apr 2014
Total Posts: 3616
24 Apr 2017 11:33 PM
Try not putting them in the lighting. I don't know if that matters but since lighting is not meant for storage it might mess with physics. Either way you shouldn't put them in lighting though.
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archisaurus is online. archisaurus
Joined: 07 Apr 2013
Total Posts: 403
25 Apr 2017 12:08 AM
yeah I made a game, with some unions and placed in lighting, script started game, loaded obby and the unions were non collision, I placed it in serverstorage and moved it to workspace, and it was fine!



btw, question, are replicated and serverstorage the same? or replicated is accessible by all clients/server and serverstorage is just server


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128Gigabytes is not online. 128Gigabytes
Joined: 17 Apr 2014
Total Posts: 3616
25 Apr 2017 12:11 AM
Replicated storage will be for stuff the clients and server both need
Server storage will be for stuff only the server needs, in addition to keeping things organized using server storage will keep unnecessary data from being replicated to the storage helping keep things efficient and fast.
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archisaurus is online. archisaurus
Joined: 07 Apr 2013
Total Posts: 403
25 Apr 2017 12:13 AM
alright thanks i was right then :-)


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