I remember seeing it in one of Friaza's tutorials, but I'm not quite sure what it does. I know that you can use RenderStepped to do something every 60th of a second, and you can use wait to pause the script for a 30th of a second. What does combining them do?
What does RenderStepped:wait() do?
2 answers
RenderStepped
RenderStepped is an event of RunService. It's fired every frame render which is aproximately 1/60th of a second.
Wait
wait is a function that can wait down to aproximately 1/30th of a second.
Combining the two
When you use game:GetService('RunService').Renderstepped:wait() it makes RenderStepped redundant since the fastest the wait function can wait is apox 1/30th of a second. Just remove the wait() and have it in an event!.
Code
game:GetService('RunService').RenderStepped:connect(function()
--code
end)
The above code would run every RenderStep, aprox 1/60th of a second.
I don't really know what you mean by combining them, but RenderStepped can only be used in local scriptsand it's basically a wait(1/60), but without RenderStepped the least you can go to is wait(1/30), you should only use RenderStepped if you want to make something run as smooth as possible. For example moving a Textlabel locally.
Note: If you only write wait() without any number in the parameters that already defaults to wait(1/30)
local rs = game:GetService("RunService").RenderStepped
for i = 1, 20 do
rs:wait()
local text = script.Parent
text.Position = text.Position + UDim2.new(0,1,0,0)
end
That would make the gui move really smoothly as nearly as if it was tweening, if not already.
Hope this helps!
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1 comment
The function wait() is irrelevant to the method on the event