Mostly for builtin functions such as tweening orbwith camera manipulation methods that involve a duration time.
✓ ANSWER ACCEPTED
How do you make sure your thread yields during a function?
1 answer
✓ Accepted answer
The simplest method is to just wait() the amount of time you set for the Tween or camera interpolation:
gui:TweenPosition(UDim2.new(), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 4, true)
wait(4)
--fully tweened
2 comments
0
Ah kk, wasn't sure that'd be precise enough.
0
It's close enough if the wait is longer than about .1 seconds.
This discussion is preserved as it was. New answers, comments, and votes are closed.

3 comments
You could make a custom function that does the function you want to do and then add a wait with the amount of time you pass in your tweening function and then just call that function in your code.
Or, alternatively, just
wait()for the amount of time the non-yielding function is supposed to last.You could do that, but if you have a lot of tweens, making a function reduces the amount of lines you have to write.