.Chatted Randomly Firing Twice in Public Experiences Only

No updates but to fix this issue you can do something like this

local LastMsg = nil
Player.Chatted:Connect(function(message: string, recipient: Player)
	if LastMsg == message then return end
	LastMsg = message
	task.delay(1.5, function() LastMsg = nil end)
	--// ...
end)

This is a fix I use for my radio system and it works pretty well.

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Any update on fixing this, it impacts a lot of games. Haven’t heard any updates in months…

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Hey everyone, I pinged the engineers for an update here.

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Hey all, we’re no longer maintaing the legacy chat system so unfortunately cannot get to fixing this bug. Please consider migrating to the new TextChatService, and if that is not currently feasible for you, I’d recommend the workarounds other developers have graciously shared here.

Would it be possible to add some disclaimer to the .Chatted documentation to redirect developers to the TextChatService API? It would probably be infuriating for inexperienced or uninformed developers to use .Chatted without knowing of a better alternative and suddenly have to deal with this issue

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While chat is deprecated, .Chatted isn’t.

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