I have recently started learning lua this is the hardest for me right now.
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
Just think of it like this GIF, except 5000% faster
It’s preventing you from autoclicking the code multiple times
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.
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!