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Renderstepped roblox?
RenderStepped callback. I'm not sure how to explain this exactly, but pretty much: I need to make RenderStepped connection locked to some specific fps, and return whenever it shouldn't run(?) I have no idea how to describe it, my bad. RenderStepped:Connect(function(delta) Hi, my name is MacJoePlays!Don't forget to Like and Subscribe!What is while loop?- In Roblox scripting, a while loop is a control structure that allows you t. All in all, you should use the RunService events for interaction with physical objects in the game and use loops for other things. Hello everyone, Earlier this week I encountered this issue with RenderStepped. local deltatime = RunService. That's a good idea I didn't think about. ThAlternativeAccount (alt3rnat1ve) November 29, 2021, 12:37am #1. game:GetService("RunService"). The remotes are for when the server needs to do something not related to the character that replicates to all clients. I’ve tried binding to RenderStepped, and using a debounce, with no luck. i’ve recently found out about RunService. Any how to increase the number? Mar 26, 2018 · What you can do is manually interpolate the current position/rotation to the goal every frame. I've tried adding a debounce. Greetings! RenderStepped is an event that fires every frame prior to rendering. Heartbeat local Goal = "Some text that should appear after some time. local isRendering = false local Rotation = 0 function module. All you really need is a final camera CFrame and the length of the tween in secondsCFrame = Camera. 2406mmartin (2406mmartin) May 10, 2021, 6:03pm #2. I'm thinking this is happening for 1 of 2 reasons: 1- how you're handling your connections, 2- self:Finish or self:Use is asynchronous. But how would I implement this feature, and what is the best way to do it ? Here is the function: game:GetService("RunService"). end) --When you want to stop the loop: connection:Disconnect() Though, you may also want to check out RunService :BindToRenderStep, which is basically. Help and Feedback Scripting Support. UnderbarrelAttachment then. This will be faster as it matches with FPS even if the user is using an FPS unlocker (going above 60 fps). At the end, it starts going to the negative. As you can see, due to me using RenderStepped, it causes it to run every second or something. The step argument indicates the time that has elapsed since the previous frame. ROBLOX's default camera updates every passing frame. Hi! I'm doing a system for my game. And about the gun system, an exploiter could abuse it like that anyways. connection = game:GetService("RunService"). when im testing in studio at a consistent 60 fps it gets the results i want but when i test in the roblox client because i get more frames the stamina goes down quicker. With its vast library of games and immersive experiences, it has bec. The platform offers a wide variety o. Each bar represents one frame, with the vertical height proportional to how long it takes that frame to render. Try removing the if Near Statment, if it still doesnt work than its the UserInput, otherwise its the RunService. Mine was only an example of the implementation, you can call for any camera you desire, I was showing you that by having a variable that changes holding the camera reference, your RenderStep loop will follow that reference whenever you change it. Help and Feedback Scripting Support. RenderStepped, the position of the parts desyncs in the workspace. 2406mmartin (2406mmartin) May 10, 2021, 6:03pm #2. It’s nice to pack a little treat for yourself as you’re getting ready for a vacat. I am attempting to make a flare like projectile that runs on the client. the cooldown is only for the performance of the client and server, cooldowns are also server sided, so dont worry for any security vulnerabilities, i was wondering if this is the correct way to do a renderstepped loop for sending a remote while mouse button 1 is down, and if there is a better way to script this. Im trying to make a viewport frame with the character cloned inside which constantly updates so you get a consistent 3d view of yourself. wait () returns a number equal to how long it's been between the current frame and the last frame I have a system with 4 areas that I want to detect if the players are in. I use inputBegan and inputEnded which work fine but im not too sure how i could disconnect the event. The problem is, both of these functions run faster with an FpS unlocker. and due to a massive instances count, it bugs the whole studio, freezing the screen. See RunService:BindToRenderStep () for the proper usage, as the enum itself isn't used. Schizophrenia is among the most serious mental illnesses. Yet I get completely different results in studio at 60 fps and in a live server at 400 fps. It's not an unfixable situation - for example we could just prevent Heartbeat from affecting inputs that haven't been "seen" by RenderStepped callbacks yet. Heartbeat fires every frame after physics simulation completes, RenderStepped fires every frame prior to rendering, and Stepped fires every frame before physics simulations. I want it to disconnect as soon as new function will call from the same function. Help and Feedback Scripting Support. it's functional, but very VERY laggy. A milk oversupply in the EU due to a Russian food embargo and the removal of production quotas has caused prices to plummet. These are all in one LocalScript. do you guys know more than stepped, heartbeat, renderstepeed? I heard there is also a BindToRenderStep. p) if LocalGoal ~= CurrentGoal then -- if it should make a new tween local Tween = TweenService:Create(Camera, Info, {CFrame = LocalGoal}) CurrentTween = Tween CurrentGoal = LocalGoal Tween:Play() Tween when im testing in studio at a consistent 60 fps it gets the results i want but when i test in the roblox client because i get more frames the stamina goes down quicker. local COOLDOWN_TIME = 0. ; Smooth tweening between both grips during aiming. colbert2677 (ThisMangaOnHiatus) January 20, 2020, 9:59pm #4. rotation+=rotSpeed*dt*directionclamp(rotation, minRotation, maxRotation) cameraAngles(0, 0, math. This class is not replicated. For context, I have a RenderStepped loop in a LocalScript (Mainly used for camera manipulation), and I have a little if statement that changes a variable (the currentWay) based on a number calculated from the mouse's and the camera's positions since Roblox sandboxes everything and there is a significant overhead with property/method. " Jun 30, 2021 · So, I have this ViewPortFrame to show object and the Camera it contains spins using RunService (RenderStepped). deleteConnection is used to show a selection box around any objects that the mouse hovers over. I have one RenderStepped loop that uses a table of the 4 areas to loop through to see if, one: the player is in an area and has not yet claimed an one and two: if they have claimed an area and are in their own. how does using it exactly affect optimization and frame rate, is it fine to use it? RenderStepped should only be used when you're updating the camera, a property of the character (e CFrame or transparency) or if you genuinely have a use case for something needing to occur before a frame renders. I can easily do this but the part that I'm having trouble with is perfectly timing the lerp. RenderStepped and ever since i’ve been using event-based code way less, since running it made it way easier to me than connecting a bunch of events in many cases, but the more i use it i think that it probably affects optimization and frame rate quite a bit. 'MainModule' very creative, I know. If you do anything using RenderStepped dealing with velocity and not using delta time, the math is wrong. The remotes are for when the server needs to do something not related to the character that replicates to all clients. With millions of games available on the Roblox platform, it can be overwhelming to navigate through the app store to find the hidden gems. This will be faster as it matches with FPS even if the user is using an FPS unlocker (going above 60 fps). PreAnimation, which fires before RunService. Case study: Animating with RenderStepped and Maids. But how would I implement this feature, and what is the best way to do it ? Here is the function: game:GetService("RunService"). time() to calculate the amount of time that passed. But can’t you do the same with renderstepped? Plus, what’s the point of having one value like first run before another?? I rarely notice a difference in game. When it’s ran, it highly decreses FPS in-game. The cap will be set to none and the unlock method to Hybrid. local COOLDOWN_TIME = 0. I want to know if this is the. Now this may be because of too many RenderStepped usages in the game overall, and if it is, w… Feb 24, 2022 · For my Sand Box game, I would like a Render Stepped function on the client to calculate model CFrames etc… The client should be able to toggle on/off an edit mode which uses the Render stepped function. I discovered that RunService:BindToRenderStep… works fine when in a local script on the client’s side, regardless of. i could add a simple boolean value and an if statement but that wouldn. The RunService is basically a service that gives you information about the time and the context the script is running (Example: is running on the server). gif cuming time() -- gets an old os. An example of why Heartbeat or Stepped is not an option here: As shown in the. rotation+=rotSpeed*dt*directionclamp(rotation, minRotation, maxRotation) cameraAngles(0, 0, math. What solutions have you tried so far? Did you look for solutions on the Developer. This class is not replicated. Is there any way to make it shoots out more bullets without changing the renderstep? Making it two bullets per renderstep isnt the choice. Value, printHello) -- Step 3: Unbind the function. To solve the problem of the nil parameter I think that you should send one more thing from server to clients by using the remote event - ball to move. Help and Feedback Scripting Support. Heres a video showcasing the problem: As you can see, one of the buildings is always half invisible, and the. self. Dec 9, 2017 · So what I’m trying to do is to make a really quick gun, but the max is 1bullet per renderstep. The code inside of the RenderStepped: updateViewModel(true) currentBodyAttach = currentGunClass. I have a variable called “aimSpeed” that is how long I want the lerp to take to finish in seconds but I can’t seem to make the lerp sync up with the variable time. Parent) if player then. RenderStepped; Waiting script resumption (e wait, spawn, delay) Stepped; Heartbeat; BindToClose; Why we're doing it. jenna ortega sex scenes Mine was only an example of the implementation, you can call for any camera you desire, I was showing you that by having a variable that changes holding the camera reference, your RenderStep loop will follow that reference whenever you change it. The parentheses call the function, returning a value or nil. Airports like to boast that they serve as the front doors to. But that's just how I personally use them. Wondering how to sell magic cards? Learn how to reliably value them and sell both online and off. they use the shift key to run. But how would I implement this feature, and what is the best way to do it ? Here is the function: game:GetService("RunService"). This is what the camera SHOULD be like at 60 FPS maximum. Across the Roblox engine there are many different events which can all invoke Lua code. Here was my shot at it: function Aim(self. RenderStepped:Connect(function() for _,i in pairs (Player. In this example you check the position of the player relative to all the dummies and the stages every 1/60 of a second. Apr 6, 2020 · However, the code you are using won’t do much lag, because you aren’t making a connection, but you are waiting for the event to be fired instead. dr shelly onlyfans But how would I implement this feature, and what is the best way to do it ? Here is the function: game:GetService("RunService"). Here is how it would be used: local Offset = 0. RenderStepped is a client event that resumes every render cycle. Is there a better way to move objects in a. You should be fine, just try to think of a way to get to your goal without using one, if that's not possible then use one I realised that I fid myself using. I'm thinking this is happening for 1 of 2 reasons: 1- how you're handling your connections, 2- self:Finish or self:Use is asynchronous. RenderStepped:Connect(function(delta) local stamina = plrstats. nin900500 (nin) November 8, 2023, 9:31pm #1. You should also use mousePosition instead, as CFrame. InputBegan:Connect(function(input) if input. Now to answer your question, if you use HeartBeat instead of RenderStepped, there might be situations where some frames will render without the cframe updates of your camera (due to other heartbeat. Ozzypig (Ozzypig) August 6, 2020, 8:07am #7. RenderStepped:connect(function() local newtime=tick() local dt=newtime-time. No, not exactly it uses os.
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Sep 23, 2023 · Hello everyone, Earlier this week I encountered this issue with RenderStepped. Jul 31, 2019 · What I am trying to achieve through scripting is a part smoothly transitioning from somewhere behind the character to a few studs ahead of them, and then staying there for a few seconds. Here was my shot at it: function Aim(self. These events trade ordering and reliability for. Yet I get completely different results in studio at 60 fps and in a live server at 400 fps. hey! im trying to create something like the video above. RenderStepped:Wait () = fires about every 1/60th of a second, so no matter what this would fire about 60 times a second no matter your fpsRenderStepped = fires every frame, so for example if you had 150 fps it’d fire 150 times in a second, 30 fps means 30 fires per second, etc stephenthefox (stephenthefox) June 4, 2020, 4:28pm #3. RenderStepped on the other hand would be fired very last which meant it used camera's updated CFrame. Hence you should also do it on the clients. Place the script under StarterPlayerScripts - it is a LocalScript. The step argument can be used to account for the variable frequency of this event, for example: local RunService = game:GetService. These tasks include detecting player input, animating characters, updating the physics simulation, and resuming scripts in a wait () state. Moving at 16 studs/per second a player can only move Here is how it would be used: local Offset = 0. Failing that, do as dthecoolest above suggests and fake it locally on every client. If you need more fine control over priority, use BindToRenderStep. Apr 11, 2021 · CorrectHeartbeat event fires every frame, after the physics simulation has completed. EDIT2: I kinda forgot that theres actually 4 additional parts, not just 1. The simplest solution is to make the variable that saves your connection (renderStepped) global from the cameraLoop point of view. Roblox is a popular online gaming platform that allows users to create and share their own games. Am I doing something wrong? Is delta wildly innacurate at high frame rates? local timeGone = 0 RunService. is there any way i can fix it so it always runs at a consistent 60 fps/hz no matter what the clients framerate is this is a part of the whole script runservice. home depot assistant store manager in training salary I recommend doing raycasting on the client, this will reduce server delay and improve client accuracy. To be honest, there are barely any games that use camera animations. When this was brought up earlier in the full member discord, attention was called to how RenderStepped should really only be used for updating the camera because it blocks certain threads. Both RenderStepped and Mouse. For now, I'll keep them there as they're the only options and there's no actual documentation for the new ones. You should also use mousePosition instead, as CFrame. is there any way i can fix it so it always runs at a consistent 60 fps/hz no matter what the clients framerate is this is a part of the whole script runservice. Heartbeat fires every frame after physics simulation completes, RenderStepped fires every frame prior to rendering, and Stepped fires every frame before physics simulations. waekup -- I know it's misspelled but its the correct path local char = gameLocalPlayer. my local script: -- uses ZonePlus by ForeverHD local currentCamera. All I really need is for the player to have a certain speed (16) while in the water the can't be changed. Nov 1, 2023 · CamToUse = Cams[1] -- this is using the first cam on the list. And why are they different? quakage (quakage) March 2, 2023, 4:01pm #2. Jul 3, 2021 · By the looks of it, it may be the function itself. megan burns nude While there may be multiple tasks running, the task scheduler can potentially be overloaded, especially. RenderStepped; Waiting script resumption (e wait, spawn, delay) Stepped; Heartbeat; BindToClose; Why we're doing it. Is there any other way to do this than using springs? Here's my script (Note: I use tools for t… For my Sand Box game, I would like a Render Stepped function on the client to calculate model CFrames etc… The client should be able to toggle on/off an edit mode which uses the Render stepped function. Value, Hide) I guess adding on to the above post. I have only worked on it for a few days now but everything seemed fine The good thing is, every frame an argument is passed through RenderStepped, called Delta,. Fires at every frame, after user input is handled and before rendering operation of frame starts. CFrame:Lerp(CFrameGoal, 0. I am currently running some physics simulation on the client. As for the renderStepped, here is what you can do: game:GetService("RunService"). RenderStepped:Connect(function() if not self then return end if self. If you'd like to play around with this or you want to include it in your game, here's the script: ClickDetector Hover Effect - Roblox. 35 local lastFireTime = 0 local function onRenderStepped. -- Step 2: Bind the function. RenderStepped actually fires prior to frames being rendered regardless of completion of Physics simulation, and can cause performance issues local RunService = game:GetService("RunService") local RATE_PER_SECOND = 2. Stepped - In each render like is used in renderstepped, things happen, objects fall down if they were in the sky, etc. Now this may be because of too many RenderStepped usages in the game overall, and if it is, what are alternative ways to optimize it? Example of RenderStepped lag (placeholder trap’s CFrame is getting set in front of the player using RenderStepped) (look at FPS in. Count keeps track of the amount of frames that have passed, and wraps around to 0 after runEvery frames. The Task Scheduler coordinates tasks done each frame as the game runs, even when the game is paused. Your friend only described the downsides of Heartbeat. RenderStepped:Connect(function() for _,i in pairs (Player. -- Cool beans local pixelSize = 7 local shouldLoadAvatar = false local. xxx tyub I know you can disconnect it by storing the process in a variable and attatching :Disconnect() after but I am unsure how to make the condition for the disconnect such that I don’t have to put the condiction in an ever-lasting loop, thus making it pointless because i. Hello, I want to make a sway effect for my viewmodel in roblox studio, but when trying to use springs, it just doesn't work. I believe heartbeat is now too deprecated! I would still appreciate Roblox make available an advanced guide to use of the MicroProfiler, since there are some tools on it that I don't really understand - most of those coming from its topbar. All in all, you should use the RunService events for interaction with physical objects in the game and use loops for other things. The problem is that the ship is jumping around (the ship is controlled by BodyMovers and if there is a better way, please do tell me
Here is a video if. Sometimes, I would want to fire an event for every time I reach a maximum value using RenderStepped for some reason, and then. I'm not sure but you can bundle everything together in one RenderStepped script to prevent from using it in multiple scripts. It makes things feel unusually gritty, even on very powerful hardware that could. RenderPriority. hurzell (hurzell) August 14, 2021, 10:45am #4. CamToUse = Cams[1] -- this is using the first cam on the list. So ever since the new FPS selector got added into roblox's settings. The custom Lerp function also doesnt change anything as just using a Vector3 or CFrame Lerp does the exact same thing and im completely stumped. RenderStepped:Connect(function() for _,i in pairs (Player. Dec 29, 2017 · RunService. See RunService:BindToRenderStep () for the proper usage, as the enum itself isn't used. Roblox servers run at 60 frames per second at the time of writing. The solution was to do this: game:GetService("RunService"):BindToRenderStep("CubeGui3D", EnumCamera. Honestly, these can in my experience almost be used interchangeably. Roblox is using M&A to bulk up its social infrastructure, announcing Monday morning that they had acquired the team at Guilded that has been building a chat platform for competitiv. RenderStepped callback.
I am currently running some physics simulation on the client. for i = 0, 120, 1 do. Though, render stepped will only lag if used in the wrong way. 2 questions actually, second is can firing tons of events on 1 bindable event cause issues too? Back to the main question, I have a module with a bindable event, I also have a separate script with a RunService. RenderStepped:Connect(function() --Do stuffs. hannah owo nudes Meisrcool (Meisrcool) January 22, 2021, 2:40pm #6. wait() will yield the code for a minimum of two frames. The following guidelines may prove useful when creating your own mouse cursors: The dimensions of the image used determines the size of the cursor. The problem is, when someone runs the game at less than optimal hardware, say a phone, the FPS could drop to way below 30Hz. RenderStepped:Connect(function(delta) The differences between Heartbeat, RenderStepped and Stepped don’t seem very well defined on the wiki: It would be cool if this image was put somewhere, like on the RunService page, or each of the Event’s pages, to show the differences. Secretum_Flamma (Secretum_Flamma) February 23, 2021, 12:54am #1. nigerianamazon onlyfans What I am trying to achieve through scripting is a part smoothly transitioning from somewhere behind the character to a few studs ahead of them, and then staying there for a few seconds. time() - waittime -- checks the amount of time. This is all ran in a RenderStepped under the function UpdateCamera, Server Ownership does not change anything, it being on a BasePart or the Roblox Character itself doesn’t change anything as well. Move produce similar results when I’m trying to make a GUI you can draw on: They both aren’t even close to updating fast enough to keep up with the mouse. Heres a video showcasing the problem: As you can see, one of the buildings is always half invisible, and the. self. massive boobs bbw Korblox is a term that has gained significant popularity in recent years, particularly within the gaming community. how does using it exactly affect optimization and frame rate, is it fine to use it? If the game is running at 40 FPS, then Stepped will fire 40 times per second and the step argument will be roughly 1/40th of a second. I've noticed that my gun's recoil would multiply the higher the frames you were running. For your current connections, connect them directly to the threadRenderStepped:Connect(threadName) sleitnick (sleitnick) April 21, 2024, 8:34pm #3 Both examples accomplish the exact.
6 days ago · The RenderStepped loop in my game only does CFrame maths and spring calculations. I'm thinking this is happening for 1 of 2 reasons: 1- how you're handling your connections, 2- self:Finish or self:Use is asynchronous. Here is the following code. local anim = script. Because of Roblox FPS unlocker, I wish all players could have the same bobbing no matter how many FPS What is the issue?. I'm currently trying to make it so a billboardGui gets enabled when the player is close to a mesh, but after the billboard gets enabled the renderstepped just stops running. --Services{ local replicatedStorage = game:GetService("ReplicatedStorage") local. wait() Same concept as using RenderStepped:Wait (), since task. The client model, RenderStepped, runs faster and is recommended for camera and character code. my local script: -- uses ZonePlus by ForeverHD local currentCamera. Earthraphobic2 (Earthraphobic2) March 21, 2023, 11:12pm #3. I want to know if this is the. (if there is a more efficient way to do this; You are more than welcome to share) Code: --//Variables RunService. Updating any property is fast*. Jul 31, 2019 · What I am trying to achieve through scripting is a part smoothly transitioning from somewhere behind the character to a few studs ahead of them, and then staying there for a few seconds. local isRendering = false local Rotation = 0 function module. Move produce similar results when I'm trying to make a GUI you can draw on: They both aren't even close to updating fast enough to keep up with the mouse I've actually been working on a roblox art canvas most the day. For now, I'll keep them there as they're the only options and there's no actual documentation for the new ones. MicroProfiler is constantly running, analyzing the render time for every frame. I've been working on a TD game, but testers has been reporting of numerous FPS drops when placing too many towers. I made a 60FPS cap script, but keep in mind scripts like these can cause unnecessary lag. princess leia pornstar An example of why Heartbeat or Stepped is not an option here: As shown in the. RenderStepped does not run in parallel to Roblox's rendering tasks and code connected to RenderStepped must be executed prior to the frame being rendered. I have attempted to mess with the formula, and to no avail, it's still a problem. Steps to reproduce: Set maximum frame rate to 240fps. Also called a far month contract, a back month contract is a futures contract that has an expiration date that is the farthest beyond the next approaching… Also called a far month. Jan 1, 2024 · so i have a local script. Input registration is first, followed by tasks bound to RenderStepped, later follows replication, resuming of wait-states, then physics simulation and so forth Out of the famous three events - RenderStepped, Stepped and. The script is meant to run at 60 FPS, and I found this out because that was the only framerate range where the animations were smooth. Heres my script [ONLY RELEVANT PART IS AT THE BOTTOM]: local ReplicatedStorage = game:GetService("ReplicatedStorage") local Drops = ReplicatedStorage:WaitForChild("ChestsVisuals") local Chests = workspace:WaitForChild. Well posatta explained that Heartbeat runs at the end of each frame, Stepped runs before any physics happen (It happens before a part falling), RenderStepped is before any render (I assume renders are frames as well but I dont know) 1 Like. I didn't use RenderStepped as according to the task scheduler, BindToRenderStep is called first FPS unlocked means that I FPS unlocker will be running, unlocking the FPS of Roblox studio. All in all, you should use the RunService events for interaction with physical objects in the game and use loops for other things. If you have kids, then odds are you’ve heard of Roblox — even if you’re not sure exactly what the platform’s all about. system (system) Closed March 16, 2023, 4:02pm #3. The Current Camera is whats used for all the post-buffer-calculations. i used RenderStepped and CFrame:Lerp to make a bouncing like weapon but the problem is, cframe lerp "jitters" when used with renderstepped, can anyone help me with this? the stutter is clearly visible whenever the player moves this is the "stutter" im talking about Plus you have more control over each frame with RenderStepped whereas you'd be starting and stopping potentially hundreds of Tweens. With its unique blend of creativity and community, it offers endless possibilities for. I heard recently that ROBLOX came to stack overflow, so I thought I'd give this a shot. Here is usage example: local RunService = game:GetService("RunService") RunService. This obviously breaks if the Heartbeat callback executes before the RenderStepped callbacks, because it would prevent any of the input handlers from ever seeing any input. 2406mmartin (2406mmartin) May 10, 2021, 6:03pm #2. tween:Play() --plays that tween I made a simple zoom script, that when you hold right click it tweens your fov (creating a zoom effect) I have the basic code down, and it works, but the tween animation keeps. dothewife I want to have all my animations, camera movements, and tweening to happen all in the same step, so it'd end up looking something. I use inputBegan and inputEnded which work fine but im not too sure how i could disconnect the event. Aug 21, 2023 · Multiple surfaceGuis cloning into playerGui – there should be 1, there is 3. It works nicely and I like its simplicity, but it always appears really jittery. RenderStepped:Connect(function() local offset = Vector3ValueCFrame *= CFrameX, offsetZ) end) This code updates every frame so that the Vector3Value, which defines the offset, is applied to the camera (hence the name. When it’s ran, it highly decreses FPS in-game. RenderStepped, the position of the parts desyncs in the workspace. RenderStepped:Connect(function() count = (count + 1)%runEvery return -- do stuff. 35 local lastFireTime = 0 local function onRenderStepped. Roblox is updating the look of its materials, making textures more lifelike but letting developers stick with the old visuals if they prefer. time() to calculate the amount of time that passed. p is deprecated, in favour of CFrame This is my local script: local plrs = game:GetService ("Players") local plr = plrs. RenderPriority. Jul 16, 2020 · That is the reason for which you should be using RenderStepped only with stuff that is important to rendering, such as camera or character movement. The issue is (magically) resolved by adding random print & warn statements into RenderStepped. local runService = game:GetService ("RunService") runService. Heartbeat rate was increased from 30hz to 60hz, making it a fine option for steering. Aug 21, 2023 · Multiple surfaceGuis cloning into playerGui – there should be 1, there is 3. See RunService:BindToRenderStep () for the proper usage, as the enum itself isn't used. Now this may be because of too many RenderStepped usages in the game overall, and if it is, what are alternative ways to optimize it? Example of RenderStepped lag (placeholder trap’s CFrame is getting set in front of the player using RenderStepped) (look at FPS in. Here is usage example: local RunService = game:GetService("RunService") RunService. It has three super important events, the RenderStepped, Stepped and Heartbeat, each of them with for different usages. Hi! I'm doing a system for my game. However, the code you are using won’t do much lag, because you aren’t making a connection, but you are waiting for the event to be fired instead.