:Destroy() Not working on a local script

Sorry, but I’ve never heard of this cache. Is there any page that talks about this built-in cache?

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Bad phrasing on my part. I meant that if there was a warning, it would count as an “error” meaning it would exit the pcall.

This is unrelated. This is a cache made by your own scripts, not one built in.

oh sorry, didnt know that. I myself barley know it and i just quickly found that.

there’s an example of caching in UserOwnsGamepassAsync that’s explained in the docs


another example is when you make a module script like

return os.clock()

using this module like below would print the same value twice because the return value of the module is cached

print( require(module) )
wait(10)
print( require(module) )

roblox has built in caches that cause issues when people assume it doesnt exist

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Ohh, thank you for showing me.