local UserInputService = game:GetService("UserInputService") local spheres = {} local function createSpherePart(position) local spherePart = Instance.new("Part") spherePart.Size = Vector3.new(4, 4, 4) spherePart.Position = position spherePart.Anchored = false spherePart.CanCollide = true spherePart.Shape = Enum.PartType.Ball spherePart.Material = Enum.Material.SmoothPlastic spherePart.Color = Color3.fromRGB(math.random(0, 255), math.random(0, 255), math.random(0, 255)) -- Create BodyVelocity to control initial bounce local bodyVelocity = Instance.new("BodyVelocity") bodyVelocity.Velocity = Vector3.new(math.random(-5, 5), math.random(10, 15), math.random(-5, 5)) bodyVelocity.MaxForce = Vector3.new(5000, 5000, 5000) bodyVelocity.Parent = spherePart local bodyGyro = Instance.new("BodyGyro") bodyGyro.P = 3000 bodyGyro.D = 100 bodyGyro.Parent = spherePart local bodyForce = Instance.new("BodyForce") bodyForce.Force = Vector3.new(0, -400, 0) --gravity bodyForce.Parent = spherePart spherePart.Parent = game.Workspace table.insert(spheres, spherePart) end for i = 1, 200 do local xOffset = math.random(-50, 50) local yOffset = math.random(10, 50) local zOffset = math.random(-50, 50) local position = Vector3.new(xOffset, yOffset, zOffset) createSpherePart(position) end local function deleteAllSpheres() for _, sphere in ipairs(spheres) do if sphere and sphere.Parent then sphere:Destroy() end end -- Clear the table spheres = {} end UserInputService.InputBegan:Connect(function(input, gameProcessed) if not gameProcessed then if input.KeyCode == Enum.KeyCode.F then deleteAllSpheres() end end end)