Just a general question, just wondering if you put a loop over a renderstep function and event firing
The best way you can do this is using the BindToRenderStep, add a wait after making the function, then use UnbindFromRenderStepped. RenderStepped function alone will always fire regardles if the loop has ended
Here is an example you could use
local runServ = game:GetService("RunService")
local PrintRenderName = "Print"
runServ:BindToRenderStep(PrintRenderName, Enum.RenderPriority.Character.Value, function()
print("Printing from render step!")
end)
wait(5)
local success, err = pcall(function()
runServ:UnbindFromRenderStep(PrintRenderName)
end)
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