Can someone explain how debounce works?

I have recently started learning lua this is the hardest for me right now.

2 Likes

Think of debounce as basically a Cooldown/Reload for a gun

local Cooldown = false

while true do
    if Cooldown == false then
        Cooldown = true
        wait(10)
        Cooldown = false
    end
    wait()
end

The variable Cooldown is defined as false, and we’re putting it through a loop to detect if it’s equal to false

  • If the Cooldown is false, we can change it to true & wait 10 seconds before changing it back to false

  • If the Cooldown is true however, the conditional check will just ignore it’s lines and keep repeating for a check
    tKSQ3Ic

Just think of it like this GIF, except 5000% faster

It’s preventing you from autoclicking the code multiple times

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Debounce works by stopping your code from running multiple times. For instance

local muted = false -- this is the debounce value
function mute(plr)
--code or what ever
end
function unmute(plr)
--code or what ever
end
Object.Event:Connect(function(plr)) -- I am using this cause it is on the top of my head
if muted == true then 
unmute(plr)
muted = false
else
mute(plr)
mute = true

There is also a https://developer.roblox.com documentation on this.

This has a better explanation on it than I can provide.

Here’s some of the basic. Let’s just do a basic Click function. Make a ScreenGUI, add a text button and a local script in the text button. Write in the text box something like « I am not clicked ».This is what you would want to write:

  Local Text = script.Parent.Text
Pressed = false 
—Pressed is false because you did not press the text button.
—Pressed will also be our debounce value.
Function Clicked()—name it whatever you want.

if Pressed == false then —Checking if it has been clicked.
Pressed = true —Now you can’t click the Text button and execute the function.
Text = «You clicked me! »

wait(5) —Time for the debounce.

Pressed = false
Text = « I am not clicked »
end

script.Parent.Mouse1ButtonClick:Connect(Clicked)

I hope I didn’t do any mistakes.

2 Likes

Debounce is a way to ensure that your code isn’t running more often than it should - think about it like rate limiting.

local Debounce;
local DebounceTime = 5;

function HandleTouched(Touched)
if not Debounce then
    if Touched:IsA("Part") then
      Touched.Color = Color3.fromRGB(255,0,0);
    end
    -- and now the debounce
    Debounce = true;
    wait(DebounceTime);
    Debounce = false;
end

I like to keep my debounces as seperate functions and on seperate “threads” so I’m not interrupting anything, like so:

local Debounce;
local DebounceTime = 5;

function HandleDebounce()
    spawn(function()
        Debounce = true;
        wait(DebounceTime);
        Debounce = false;
    end)
end


function HandleTouched(Touched)
if not Debounce then
    if Touched:IsA("Part") then
      Touched.Color = Color3.fromRGB(255,0,0);
    end
    -- and now the debounce
    HandleDebounce();
end

This way, I can call the debounce function at any point without having to wait.

Hope this helps!

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