so the lag machine we are creating today is VERY laggy due to its high speeds and it includes one of my experiments that failed due to the extreme lag it caused and made my gim move in ways i didnt press so first create a circle of poles like this and make them each go on a channel like shows on pole 1 and disappears on pole 2 and so on and so forth until creating a raw circle prepared for animation then use a button and (x) triggers depending on how much channels you have made for the animation and add an extra one transmitting on restart pole that will restart the animation set the triggers all to a delay of 0.0015 the lowest delay and wire them all to eachother in order of the animation sequence and wire a button to the first one (NOT a life cycle otherwise it will blow up ur game b4 you can see it but you can anyways) finished product should look like this
it was the high speeds not the memory as the triggers were at 0.0015 delay and the animation had more poles than a regular t shape causing the system to struggle to keep up with the speeds i think
oh and it made your game crash now i thought about it it should be in the Bugs or maybe it should be in the new tags called not-a-bug ? wait nvm we still discussing about the new tag so nvm it shouldn’t be in the new tag until further confirmation by the community that the tags is good to keep or not. back on topic
it did not cause the game to crash but just lag extremely my laptop could barely handle it if it made the game crash then maybe it could be a game crasher guide?