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What do you want to achieve?
I have function which activates a Heartbeat Event for the object, given in the function. The reason for that is, that I have to keep an unanchored object at the same height, therefore I am using Heartbeat. I want to stay aways from anything that uses physics, because that would be too laggy because of the amount of objects. -
What is the issue?
The issue is that, when I want to move that Model, I have to cancel this heartbeat loop, but only for some models/objects, because I don’t move all at once. I currently have no idea, how I can cancel this loop, only for specific objects at the time.
try this
local RunService = game:GetService("RunService")
local CollectionService = game:GetService("CollectionService")
local FloatingTag = "Floating"
RunService.Heartbeat:Connect(function()
for _, object in pairs(CollectionService:GetTagged(FloatingTag)) do
-- do whatever u do to keep it in the air
end
end)
--[[
use :AddTag to add the tag to make it float
ie: CollectionService:AddTag(object,"Floating")
and use :RemoveTag to make it not float anymore
ie: CollectionService:RemoveTag(object,"Floating")
]]
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