Hi, basically I need help figuring out the most efficient method to do this. I’ve already tried a method that I find uneccessary and I know there is a way I could make it more efficient.
Basically, what it does is constantly checks if there is a door within 10 studs of the player. If so, then if you press “e” it sends a remoteevent to the door to open it. This script may be hard to read so I tried to explain it as best as I could
local player = game.Players.LocalPlayer
local character = player.Character
if not character or not character.Parent then
character = player.CharacterAdded:wait()
local UIS = game:GetService("UserInputService")
local debounce = false
local RegionSize = 10
local function MakeRegion(Pos)
return Region3.new(Pos - Vector3.new(1,1,1)*(RegionSize/2), Pos + Vector3.new(1,1,1)*(RegionSize/2))
while wait(0.1) do
local Reg = MakeRegion(character.HumanoidRootPart.Position)
local Parts = workspace:FindPartsInRegion3(Reg,character,math.huge) --ignore parts from the character
for _,Part in pairs(Parts) do
if Part.Parent.Name == "DoorL0" or "DoorFrame" then
if (Part.Position - character.HumanoidRootPart.Position).magnitude <= RegionSize/2 then
local TweenPlaying = Part.Parent.Parent.TweenPlaying
local RemoteEvent = Part.Parent.Parent.DoorL0Event
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.E and Part.Parent.Name == "DoorL0" then
if TweenPlaying.Value == false then
TweenPlaying.Value = true
TweenPlaying.Value = false
RemoteEvent = nil
Part = nil
TweenPlaying = nil
alright, i should’ve said this from the beginning. RenderStepped is working but the issue is that the script is “remembering” the door, so when I walk further than 10 studs away the remoteevent still fires, even though the values for it should be set to nil.
Please don’t make baseless comments like this, it is harmful to new developers. There are definitely good use cases for while loops, and this is one of them. Having this run every frame is unnecessary, especially using RenderStepped (which is fired before the frame is rendered), as the computation running every frame will likely cause performance issues. Also, saying “only every frame” makes no sense as this is the highest frequency you can have.
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. This can lead to significant performance issues if RenderStepped is used inappropriately. To avoid this, only use RenderStepped for code that works with the camera or character. Otherwise, RunService.Heartbeat should be used.
This interaction doesn’t need real-time response when they are in close proximity, so checking every ~0.1 seconds is sufficient.
Thank you for the response, but having to use a while loop for the E interact is not a good idea (In my opinion). I haven’t used proximity so I don’t know much about. While loop does has its uses, but I would chose RenderStepped