How end RenderStepped/Heartbeat in a clean way

So I have some code:

local RunService = game:GetService("RunService")

local renderStepped
renderStepped = RunService.RenderStepped:Connect(function()
    -- Execute some code
    renderStepped:Disconnect()
end)

This code works fine, but is very messy and spans quite a few lines. Is there any way this can be cleaned up?

Try adding a bool value for the renderStepped. If it’s enabled, it’ll run. But if it’s disabled, it would stop the script entirely because it was expecting the bool value to be true.

Could you demonstrate what you mean please, I don’t quite understand.

local RunService = game:GetService("RunService")

local ableToRun = true
local renderStepped

renderStepped = RunService.RenderStepped:Connect(function()
   
   if ableToRun then

       -- Execute some code
       
   end
end)

Then wherever another function would make ableToRun = false, it’ll shut this code off.

And because the function is actually on a loop since it’s getting every frame possible on the clients side, it’ll be able to check if the value is true or false in a loop.

That would work but fine but the loop will be left running doing nothing when ableToRun is false and would cause lag.

Then let me change from the positioning of where the condition is set.

From

renderStepped = RunService.RenderStepped:Connect(function()
   
   if ableToRun then

       -- Execute some code
       
   end
end)

To

if ableToRun then
   
   renderStepped = RunService.RenderStepped:Connect(function()

          -- Execute some code
   
   end)
end

It should not run the function if the condition has not been fulfilled. I can be wrong, though

https://developer.roblox.com/en-us/api-reference/function/RunService/BindToRenderStep

I believe this can help you. It binds a function to be called at a specific times during the render step. It also makes the coding cleaner and can stop renderstepped loops.

Thank you this does help make it neater:

local RunService = game:GetService("RunService")

local function func()
	-- Do stuff
	RunService:UnbindFromRenderStep("Function1", Enum.RenderPriority.First.Value, func)
end

RunService:BindToRenderStep("Function1", Enum.RenderPriority.First.Value, func)

Why would you just connect .RenderStepped and then disconnect it? Can’t you just use while game:GetService("RunService").RenderStepped:Wait() do instead?