Debounce events?

Hi, I am listening to an event (more specefically the player.CharacterAdded event) to perform an action only once when fired (such as moving a player to a specefic position when fired [only an example]). Now the problem is, this event fires like a a million time when a Character is added. How can I debounce it? I had considered boolean debouncing but it involves an arbitrary amount of time to wait, which could be inconsistent. Is there any other way to only make this event fire once?

.CharactedAdded shouldn’t fire more than once when a players’ character first arrives, something exterior to the problem may be creating many connections to the .CharacterAdded event causing the issue rather than the code in the event itself.

Figure out what’s causing your “.CharacterAdded” event to fire too frequently and patch that, attempting to find a hacky solution which incorporates a debounce system is going to be highly inefficient/inconsistent.