I’m wanting to connect a function to renderstepped which would run after the camera has been rendered Enum.RenderPriority.Camera.Value+1. However, :BindToRenderStep() requires a string as its first parameter - the same string which you would need to use to :UnbindFromRenderStep().
However, I’m needing to be able to :Disconnect() from this event for each individual thread running the same function, despite me having to use the same string to label the event using :BindToRenderStep() I’d ultimately end up accidentally unbinding the wrong function from RenderStepped due to them having the same string identifier. How would I go about doing this so I can run multiple threads of the same function after the camera has been rendered? Is :BindToRenderStep():Unbind() a thing, because :Disconnect() apparently is not?
Until now I’ve been using .RenderStepped and :Disconnect(), however, the renderpriority is naturally inconsistent when going about doing this that way.
If Roblox does not currently support any method for this, then I’ll need to make a feature request.