Does it make sense to use UpdateAsync over SetAsync without using the oldValue parameter?

Hi!
I’m not using the oldValue parameter, I just don’t need it for my game, should I still use UpdateAsync over SetAsync with just a function that returns the value?

Thanks.

If you’re not using it you might as well use :SetAsync since you’re using :UpdateAsync to force a value regardless of the current one.

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Isn’t UpdateAsnyc still safer?
Roblox says: “Since this function validates the data, it should be used in favor of SetAsync() when there’s a chance that more than one server can edit the same data at the same time.” or do they just mean the parameter?

Edit: I’m not sure if this is the reason for that, but since I’m using UpdateAsync, it doesn’t give me that “added to queue” save-warning.

If you’re not using the oldValue parameter use GlobalDataStore:SetAsync.

The parameter in the transform function exists to be used to potentially prevent data loss, just calling the function per se without knowledge of what else it does encompasses misusage.

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