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Renderstepped roblox?
Heartbeat local Goal = "Some text that should appear after some time. With Roblox Studio, you can create your own 3D world and share it with the communi. Nov 28, 2021 · I wan’t renderstepped to constantly make something bigger and redder when a specific song is played until that song ends. However, I have failed to find a way to do so without RenderStepped serving as a wait() for a loop of lerping the part's cframe. I am setting the HumanoidRootPart CFrame of the character being carried to the attachment's WorldCFrame, but as you can see in the video, there's a weird delay when in shift lock (also in first person). BindToRenderStepped Is used to Bind a function at a Priority, It allows you to run things before others, and things after others, Its basically RenderStepped, but under a set order, as RenderStepped will fire in any order The Reason it runs in a loop, is because RenderStepped runs prior to something Rendering every frame, which if you have 40 FPS, every 1/40 of a second, this event will fire. RenderStepped:Connect(function() --Do stuffs. Heartbeat rate was increased from 30hz to 60hz, making it a fine option for steering. i don’t want to use tweens, that would require me to create and destroy a tween. On the other hand, task. Because running expensive code within callbacks bound to RenderStepped will delay frame rendering, and potentially lower FPS On the script itself, a (possibly) smoother animation can be achieved with RenderStepped or Heartbeat over an infinite loop DERKINGIMRING112 (Liam) January 31, 2022, 11:08am #4 One of the first things I did with Roblox was making a spinning gear, I was like "Hey, I can just change the orientation of this part with a while loop. There's this thing called delta time. Steps to reproduce: Set maximum frame rate to 240fps. Place the script under StarterPlayerScripts - it is a LocalScript. Roblox is a social gaming platform for gamers of all ages. However, the Scheduler Priority section of the Task Schedule page still shows RenderStepped as the only event that fires during rendering. For something like character animations and especially connections to RenderStepped you'll want to use localscripts. 100% Xbox, 95% Windows/macOS, 90% iOS, 20%* Android. See the connection? You can simply compare the step value of it against 1/60 or figure out some better way to do that if you please (like storing 3 last differences between RenderStepped fires, and then calculating their average). I recommend doing raycasting on the client, this will reduce server delay and improve client accuracy. MicroProfiler is constantly running, analyzing the render time for every frame. You can use RenderStepped for raycasting, but it may lead to performance throttling. Because running expensive code within callbacks bound to RenderStepped will delay frame rendering, and potentially lower FPS There is no way to make it faster on the server Stepped runs on each physic step so on the server it is perfect. The default mouse image is 64x64 pixels, with the mouse taking up 17x24 pixels of space. 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. local CurrentGoal local CurrentTween RenderStepped:Connect(function() local LocalGoal = CFramep, CameraFocus. May 11, 2022 · RenderStepped. wait() Same concept as using RenderStepped:Wait (), since task. It may be hard to see why maids are inherently useful. I'm detecting whether a new 'Laser' part is in the Player by using. I went into the object browser and the function is listed under mouse, so I am. Designing a Cursor. wait() both only able to go 1/60th of a second at their lowest, while QuickWait is 1/300th of a second at its lowest. It hasn't been working, so I am not sure if I am doing something wrong or if it just doesn't work. It makes things feel unusually gritty, even on very powerful hardware that could. RenderPriority. crayola098 (crayon_guy) May 10, 2023, 2:22am #2. In a report released today, Nick. Since it's supposed to be an effect rather than a gameplay mechanic I am not using raycasts but I still want it to move smoothly. i don’t want to use tweens, that would require me to create and destroy a tween. RenderStepped or RunService:BindToRenderStepped() for a custom camera. That's a good idea I didn't think about. This means the rate will vary depending on the performance of the machine. I get intense lag each time the update position part is run, but not when updating the camera position or the local player's icon rotation. RenderStepped:Connect(function() --Do stuffs. The Current Camera is whats used for all the post-buffer-calculations. Mar 13, 2024 · 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. Dec 26, 2019 · Choosing to wait for a RunService event (Heartbeat:Wait(),Stepped:Wait(),RenderStepped:Wait()), will still make it susceptible to a drop in frame rate. " So, I have this ViewPortFrame to show object and the Camera it contains spins using RunService (RenderStepped). You don't need to replace Heartbeat with RenderStepped in localscripts and Heartbeat is mostly faster than Renderstepped if client is lagging anyways The only time I can see RenderStepped being faster than Heartbeat is when client is using some sort of FPS unlocker to reach frame rate that's higher than 60 FPS. Here is my script: local RunService = game:GetService("RunService") local db = false025 local floor = math There is no way to make it faster on the server Stepped runs on each physic step so on the server it is perfect. particleType = { electricSparks = 0 } function module:emit (particleType, cframe, velocity, rate, size, lifetime, collideable) if particleType == 0 then …. ThAlternativeAccount (alt3rnat1ve) November 29, 2021, 12:37am #1. It's only client-side, but it happens prior to every render frame. As you may know, roblox caps fps at 60, aand the event RunService. CamToUse = Cams[1] -- this is using the first cam on the list. 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. SimplyRekt (Simply) December 9, 2017, 5:49pm. If this is an official recommendation (it came from a Roblox staff member, but it may very well have just been opinion), it being documented along with the. Sometimes, I would want to fire an event for every time I reach a maximum value using RenderStepped for some reason, and then. Changing my script to 1 per item wouldnt be an issue, and it would also help with another problem. Making my camera tilt script go wayy too fast. One of the most sought-after commodities in this virtual. Maybe code would help explain: May 27, 2021 · Each event fires at specific points: Heartbeat fires after Physics are simulated (end of the frame) Stepped fires during physics simulation (middle of the frame) RenderStepped fires before physics are simulated (start of the frame) For example, you should use RunService. 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. 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. Hard agree, I wrote this article talking about the most common uses of the MicroProfiler because I know a majority of people who get confused. Order is all relative, but Roblox binds to certain benchmarks based upon priority. 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. charlestonial (bag) February 16, 2024, 6:58pm #1. Stepped - In each render like is used in renderstepped, things happen, objects fall down if they were in the sky, etc. RenderStepped Function and updating every limb's CFrame but it heavily impact performance. 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. This means the rate will vary depending on the performance of the machine. 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. To see useful data, you need to pause MicroProfiler and analyze render information on a frame-by-frame basis. That reminds me: staff shared a diagram on Twitter showing the execution order of these events, including the new one PreAnimation, which helps show what happens when. CFrame local goal = CFramep,CameraFocusCFrame = current:lerp(goal, 0. If you're flying United next month to Hawaii, Japan, Brazil or parts of Europe, listen up. The Roblox CEO has built a platform where developers earn millions of dollarscom/changemakers/david-bas. wait() both only able to go 1/60th of a second at their lowest, while QuickWait is 1/300th of a second at its lowest. May 9, 2023 · crayola098 (crayon_guy) May 10, 2023, 2:22am #2. Moving at 16 studs/per second a player can only move Here is how it would be used: local Offset = 0. CorrectHeartbeat event fires every frame, after the physics simulation has completed. renderStepped:Disconnect() end) This code works fine, but is very messy and spans quite a few lines. ViewModel[currentGunClassBodyAttach if currentGunClass. RenderStepped is fine, one thing though is that you should have put the variable for the TweenInfo and TweenService outside the function so it doesn't have to get the TweenService so many times in a second and also so that it won't spend extra resources recreating the TweenInfo For a timer, I would only update it every increment of the timer instead of every frame. You can stop a loop made by this by using RunService. new(VectorOffset)) end) VectorOffset is the Vector3 generated by the camera bobbing function. Here was my shot at it: function Aim(self. morgan ortagus tits local Debris = game:GetService ("Debris") local module = {} module. Each bar represents one frame, with the vertical height proportional to how long it takes that frame to render. renderStepped:Disconnect() end) This code works fine, but is very messy and spans quite a few lines. So if you want an action to occur before the camera updates, but after the player has already input actions (so for example, slowing down the camera movement, you’d want to bind between 100 and 200. connection = game:GetService("RunService"). I'm currently making a first person gun and to achieve an ADS effect I'm using lerp. However, if your code is slow, it will negatively affect you by making the rendering. Value == false and gun The reason is because use Hearbeat (which doesn't fire fast enough to simulate a smooth camera movement), so, you'll have to use RenderStepped and not position the camera's CFrame to a part, rather a CFrame that you set on the place. The step argument can be used to account for the variable frequency of this event, for example: local RunService = game:GetService. 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. ; A regular grip Vector3 set in LocalAnimations where AimPart is placed into when the player is not aiming. wait(), RenderStepped:Wait(), Heartbeat:Wait(), and Stepped:Wait() will all yield for just one frame. Hence you should also do it on the clients. Example of RenderStepped lag (placeholder trap's CFrame is getting set in front of the player using RenderStepped) (look at FPS in the bottom right corner): Edit: It only lags when setting CFrame/Position of something Roblox Creator Hub. That reminds me: staff shared a diagram on Twitter showing the execution order of these events, including the new one PreAnimation, which helps show what happens when. barzilian porn The simplest solution is to make the variable that saves your connection (renderStepped) global from the cameraLoop point of view. If this is an official recommendation (it came from a Roblox staff member, but it may very well have just been opinion), it being documented along with the. Here is the updated version: PreRender: Equivalent of old RenderStepped event. I have a sprint script and you can toggle it in the water which I don't want so if someone could help I would appreciate it. time() to calculate the amount of time that passed. I have attempted to mess with the formula, and to no avail, it's still a problem. 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. The RenderStepped event fires every frame, prior to the frame being rendered. Apr 11, 2021 · CorrectHeartbeat event fires every frame, after the physics simulation has completed. Those three things usually cause it. rad(rotation)) I am trying to tilt the player's camera when they press a certain key, I managed to get the camera to rotate and wanted to add a :Lerp function to smooth it out. Hello everyone, Earlier this week I encountered this issue with RenderStepped. (example below) This could cause possible lag on the client depending on how intensive the script is, but won’t lag the server unless you’re calling remotes. lowes glass doors ) i have a script that does this but with the height/width of the object, how would i do it with color? the script has a color part, but it doesnt use renderstepped so its either one color or the other. Mar 9, 2024 · 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. I’ve tried binding to RenderStepped, and using a debounce, with no luck. That reminds me: staff shared a diagram on Twitter showing the execution order of these events, including the new one PreAnimation, which helps show what happens when. UpdateCharacterModelPreview(CharacterName, OutfitNumber, PreviewImageFrame, CharactersFolder) local RenderStepped local PreviewCamera. 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. wait() Same concept as using RenderStepped:Wait (), since task. I would recommend using os. There's separate use cases for all three (read the article if. It has an initial upward velocity and then falls back down in an arc. for i = 0, 120, 1 do. here's what i have right now. Roblox is adding two new ways for people who spend ti.
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UserInputType == EnumMouseButton1 then end EmbatTheHybrid (Embat) March 22, 2021, 1:34pm #2. (if there is a more efficient way to do this; You are more than welcome to share) Code: --//Variables RunService. local Character = Player local Point1 = workspace Currently I'm trying to tween a Motor6D C0 while forcing it to follow the mouse: This is being binded inside a RunService. PreSimulation but after RunService All else is the same. so i have a local script. time() -- gets an old os. end) --When you want to stop the loop: connection:Disconnect() Though, you may also want to check out RunService :BindToRenderStep, which is basically. Kids pick up on the platform. 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. The first parameter given to the function of RenderStepped should be delta time. RenderStepped is fine, one thing though is that you should have put the variable for the TweenInfo and TweenService outside the function so it doesn't have to get the TweenService so many times in a second and also so that it won't spend extra resources recreating the TweenInfo For a timer, I would only update it every increment of the timer instead of every frame. UnreliableRemoteEvents enable one-way communication for data that changes continuously or isn't critical to game state. RenderStepped loop and it fires an event. The remotes are for when the server needs to do something not related to the character that replicates to all clients. I understand that when you use RenderStepped, you should expect that there may be players who capped their FPS above 60, since apparently you're allowed to do that using a third-party, and I'm just now worrying about it the moment I came across this issue, haha. 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. On the other hand, task. 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). bftv gay For a number of reasons, this isn't ideal: If we want to change 1,000 properties, 1,000 snippets of code potentially need to run after. Roblox servers run at 60 frames per second at the time of writing. RenderStepped:Connect(function() count = (count + 1)%runEvery return -- do stuff. local VectorOffset = Vector3RenderStepped:Connect(function(deltaTime) Offset += deltaTimeCFrame = Camera. --Services{ local replicatedStorage = game:GetService("ReplicatedStorage") local. But how would I implement this feature, and what is the best way to do it ? Here is the function: game:GetService("RunService"). UnderbarrelAttachment then. A list of standard reserved values in BindToRenderStep. 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. for i = 0, 120, 1 do. Trying to use it is just a waste of time if it does stuff like this. Couldn't figure out a good solution so instead moved to tackling the FPS as a short-term solution rek_kie (Ike) May 30, 2020, 9:01pm #6. 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. romichase nudes When it’s ran, it highly decreses FPS in-game. There’s the above, though have you additionally considered perhaps binding and unbinding from RenderStepped instead or does your use case absolutely need it to be a connection? 4 Likes ResonantSock (ResonantSock) August 10, 2021, 5:42am RenderStepped VS :BindToRenderStepped()0:00 - Intro0:22 - Basic Comparison0:57 - Main Differences1:44 - Set RenderPriority3:57 - Ez Organizing (Names)5:05 -. here’s what i have right now. So what I’m trying to do is to make a really quick gun, but the max is 1bullet per renderstep. Computationally expensive operations in a RenderStep may negatively affect performance, even significantly. Nov 28, 2021 · I wan’t renderstepped to constantly make something bigger and redder when a specific song is played until that song ends. There's this thing called delta time. I'm not sure if this will fix it, but try this: runService. the camera’s CFrame is being changed, but there is no linear interpolation. Currently to achieve these update rates, I use RenderStepped, which runs at 60Hz on good hardware. end) --When you want to stop the loop: connection:Disconnect() Though, you may also want to check out RunService :BindToRenderStep, which is basically. To see useful data, you need to pause MicroProfiler and analyze render information on a frame-by-frame basis. I use inputBegan and inputEnded which work fine but im not too sure how i could disconnect the event. Honestly, these can in my experience almost be used interchangeably. In this example you check the position of the player relative to all the dummies and the stages every 1/60 of a second. wait() will yield the code for a minimum of two frames. 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. You can use deltaTime returned by the RenderStepped function to make values look similiar on different framerates, an example would look like this: Partnew(dT, 0, 0) Since deltaTime is usually a very small number, we should also multiply deltaTime by a number so the “speed” is correct. Hey, I need help learning on how to handle RunService connections correctly or any connections that delay the script. Are you looking to create your own games on Roblox? Look no further than Roblox Studio, the powerful tool that lets you build immersive experiences for millions of players around t. end) --When you want to stop the loop: connection:Disconnect() Though, you may also want to check out RunService :BindToRenderStep, which is basically. With its vibrant community and diverse gameplay options, it’s no wonde. emily wickersham nudes RenderStepped; Waiting script resumption (e wait, spawn, delay) Stepped; Heartbeat; BindToClose; Why we're doing it. 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. Since we now have the gun function with animations and all, we can finally start with the ADS. Touched:connect(function() local timepassed = os. I've gotten it to follow the player's camera and orientation, but when I try to change the Y to make it tilt, this happens: How it normally looks like before the tilt: Here's my code: local RunService = game:GetService. Whether you are a new user or a seasoned. local CurrentGoal local CurrentTween RenderStepped:Connect(function() local LocalGoal = CFramep, CameraFocus. Help and Feedback Scripting Support. RenderStepped will run every frame before any rendering. system (system) Closed March 16, 2023, 4:02pm #3. 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. 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. The simplest solution is to make the variable that saves your connection (renderStepped) global from the cameraLoop point of view. To put it simply, Roblox is an online gaming and game design. The step argument indicates the time that has elapsed since the previous frame. 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. It may be hard to see why maids are inherently useful.
Hence you should also do it on the clients. Robux is the currency for Roblox, and if you want more, you need to either buy some or earn some. system (system) Closed March 16, 2023, 4:02pm #3. i've recently found out about RunService. , physics are applied on them, RunService. This bug report contains a trivial example of this problem, along with a couple of more complex ones: Stepping through code in RenderStepped. As you may know, roblox caps fps at 60, aand the event RunService. BindToRenderStepped Is used to Bind a function at a Priority, It allows you to run things before others, and things after others, Its basically RenderStepped, but under a set order, as RenderStepped will fire in any order The Reason it runs in a loop, is because RenderStepped runs prior to something Rendering every frame, which if you have 40 FPS, every 1/40 of a second, this event will fire. jordi el nino polla porn Step 2: Positioning the viewmodel. That reminds me: staff shared a diagram on Twitter showing the execution order of these events, including the new one PreAnimation, which helps show what happens when. RunService. The MicroProfiler may be a little hard to read at first, so this is a good video demonstrating how it. If you need more fine control over priority, use BindToRenderStep. My simulation script works alright at 30Hz, really well at 60Hz but extremely glitchy at a rate below 30Hz. (example below) This could cause possible lag on the client depending on how intensive the script is, but won’t lag the server unless you’re calling remotes. If client’s FPS rate isn’t lower than 30 FPS then yes, RenderStepped is faster and more efficient although you should use Heartbeat or Stepped instead. bollywood sex movie Here is a video of the bug, where the Position value of parts do not correlate with their position in physical space. local RunService = game:GetService"RunService" local Heartbeat = RunService. To be honest, there are barely any games that use camera animations. 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). The only issue is that the arrested player sometimes touches the other player. indian bhabhi xxx I've been working on a TD game, but testers has been reporting of numerous FPS drops when placing too many towers. , physics are applied on them, RunService. Computationally expensive operations in a RenderStep may negatively affect performance, even significantly. In this example you check the position of the player relative to all the dummies and the stages every 1/60 of a second.
NewFissy (NewFissy) February 6, 2018, 12:18am #1. It has become a favorite among gamers of all ages, from kids to adults. PreAnimation, which fires before RunService. Sep 23, 2023 · Hello everyone, Earlier this week I encountered this issue with RenderStepped. 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. (I've removed any extra code so its easier to read) delete. Roblox Studio is a powerful game development platform that allows users to create their own 3D worlds and games. I discovered that RunService:BindToRenderStep… works fine when in a local script on the client's side, regardless of. Am I doing something wrong? Is delta wildly innacurate at high frame rates? local timeGone = 0 RunService. RenderStepped to make a player’s pets follow them in a project I’m working on, and the method I’ve been using to stop them from following the player is rather than having a hardcoded RenderStepped like that, I use RunService. You want to pass the function which is why it. Roblox servers run at 60 frames per second at the time of writing. The remotes are for when the server needs to do something not related to the character that replicates to all clients. Maybe code would help explain: May 27, 2021 · Each event fires at specific points: Heartbeat fires after Physics are simulated (end of the frame) Stepped fires during physics simulation (middle of the frame) RenderStepped fires before physics are simulated (start of the frame) For example, you should use RunService. Hey, can somoene explain me the differences between stepped, heartbeat, renderstepped? after the forum on DevHub I still didnt understand it. I am working on a radar gun for my game, and instead of running a constant loop to check the mouse. local runService = game:GetService ("RunService") runService. craigslist new milford ct Computationally expensive operations in a RenderStep may negatively affect performance, even significantly. I don't know how to disconnect renderstepped. A smooth dt is very important for providing a good user experience, but it seems the timing of runtime services has some problems right now. So I'm currently trying to add animations to my pickaxes, and for some reason, the runservice. Touched:connect(function() local timepassed = os. I use inputBegan and inputEnded which work fine but im not too sure how i could disconnect the event. 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. Now make a module scripts in ReplicatedStorage, I'm going to name this module script…. Character:GetChildren. And why are they different? quakage (quakage) March 2, 2023, 4:01pm #2. 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. 5) The reason it’s in RenderStepped is because it’s constantly changing lol. It's passed as an argument when using RenderStepped. 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. CFrame * bobCF) end end end RunService. A list of standard reserved values in BindToRenderStep. And while the platform has had no shortage of growth on. porn of aletta ocean Here is a crude example: local current = camera. Things like a longer wait delay (wait(3)) I think would be fine but it wouldn't be exactYou could also break the while true do loop if the thing you're looking. I’m currently making a first person gun and to achieve an ADS effect I’m using lerp. You should also use mousePosition instead, as CFrame. i’m trying to use ZonePlus to create dynamic camera zones. 23rd line of local script should look something like this: Well the operation I need this for is local tweening animator… There are reasons why I need this and it might be considered heavy task. It has an initial upward velocity and then falls back down in an arc. American Airlines made history this past wee. UnderbarrelAttachment then. RenderStepped:Connect (function () for i,v in pairs (scriptStandModel:GetChildren ()) do. Pyxrien (Pyxrien) February 22, 2021, 3:13pm #3. XarkDev (Xark) August 12, 2021, 10:00am #1. wait() will yield the code for a minimum of two frames. p is deprecated, in favour of CFrame This is my local script: local plrs = game:GetService ("Players") local plr = plrs. RenderPriority. I understand that BindToRender is useful because you can also disconnect it when you don't need it. I just about finished the rendering bit, so I'll get back to you on the drawing Yes, it appears to have the same result as Stepped. The reason it seems delayed because it takes time to send it to the clients. There is no RenderStepped loop in any of the information or code. Jan 1, 2024 · so i have a local script. This class is not replicated. charlestonial (bag) February 16, 2024, 6:58pm #1. RenderStepped callback. (If your map is UI generated with a custom function, obviously. Hello everyone, Earlier this week I encountered this issue with RenderStepped.