Well, recently I saw that in GlobalDataStore, instead of calling something with nil, they use return to get the data. I wanted to try with return but I don’t know if it’s ok, I still don’t know how to use return and I’m just relying on the link I put earlier. Am I using it well?
local success, KeyInfo = pcall(function()
return configurationsData:GetAsync(player.UserId)
end)
if success then
GraphicsFolder:WaitForChild("Shadow").Value = KeyInfo.shadows
shadowSettings[KeyInfo.shadows ](player)
GraphicsFolder:WaitForChild("Water").Value = KeyInfo.water
waterSettings[KeyInfo.water](player)
GraphicsFolder:WaitForChild("Tree").Value = KeyInfo.tree_texture
treeSettings[KeyInfo.tree_texture](player)
GameFolder:WaitForChild("FPS").Value = KeyInfo.fps
ViewFPS[KeyInfo.fps](player)
GameFolder:WaitForChild("Ping").Value = KeyInfo.ping
ViewPing[KeyInfo.ping](player)
GameFolder:WaitForChild("BrilloVol").Value = KeyInfo.gamma
VolumenDeBrillo["Gamma"](player, KeyInfo.gamma)
GameFolder:WaitForChild("PlayerChose").Value = KeyInfo.friends
LumberDrop[KeyInfo.friends](player)
GameFolder:WaitForChild("Language").Value = KeyInfo.language
LanguageConfg[KeyInfo.language](player, "PlayerAdded")
GameFolder:WaitForChild("SlotsInventory").Value = KeyInfo.SizeSlots
SlotsInventory["SlotsSize"](player, KeyInfo.SizeSlots)
KeysFolder:WaitForChild("Crouch").Value = KeyInfo.crouch
CrouchKey[KeyInfo.crouch](player)
else