Hello, I was wondering on how to properly wait for the client, and prevent WaitForChild errors when the client takes too long to load, howver if your game loads in as normal, the WaitForChild errors won’t be there, even though (in my case) the ui still works and load, however this looks like this could be an issue in the future.
To prevent wait for child errors, I think that using repeat until game loaded on the client will work. The documentation says the method waits for all instances to exist on the client.
Or… everything could instead be written in SEA (Single-Entry Architecture) and have all scripts managed by a central bootloader, then have scripts literally create the GUIs rather than having them stored as instances…
Pretty much completely removes the need for WaitForChild or anything else… allowing for true memory usage optimization (because you can tie the instances to Maids and other logic so that you control what instances are loaded into memory yourself) Definitely won’t take hours of your time to do!
Yup (I listed an architectural solution/fix, which will 100% take time to do but is a-lot more optimized since you are throwing out a ton of waiting/polling logic that comes from WaitForChild, game loaded wait state, etc.
Do this if you want to especially have things like custom loading screens, asset/memory management, etc via managed-collection)