How to delete, remove a metatable?

Hello, looks like there’s no post about this, but i’ve been making a script about a makable Hamburguer, but there’s a trouble, I feel, not deleting Metatable, makes me feel uncomfortable, having a lot of information over there, might be laggy, anyway if it’s not laggy, how can I remove a metatable once what I wanted to do was finished?
Code:


local Burguers = {}
Burguers.__index = Burguers

function Burguers.NewBurguer(plr)
	return setmetatable({burguer = script.Model:Clone(), currentstep = 0, player = plr}, Burguers)
end

function Burguers:SetCFrame(CFramee)
   self.burguer:SetPrimaryPartCFrame(CFramee)
end

function Burguers:SetAnchored(val)
	self.burguer.Primary.Anchored = val
end

function Burguers:SetParent(Parent)
	self.burguer.Parent = Parent
end

function Burguers:GiveMeat()
	self.burguer.Burguer.Transparency = 0
end

function Burguers:GiveCheese()
	self.burguer.Cheese.Transparency = 0
end

function Burguers:Finish()
	self.burguer.UpBreade.Transparency = 0
	self.currentstep = 0
	wait(2)
	self.player.leaderstats.Wallet.Value = self.player.leaderstats.Wallet.Value + 10
	game:GetService("Debris"):AddItem(self.burguer, 5)
end

function Burguers:GiveBread(Value)
	if Value == "1" then
	self.burguer.DownBread.Transparency = 0
	end
	if Value == "2" then
	self.burguer.UpBreade.Transparency = 0
	end
end

function Burguers:GiveFunction()
	local ClickDetector = Instance.new("ClickDetector", self.burguer)
	ClickDetector.MouseClick:Connect(function(Player)
		print("Clicked")
		self.currentstep = self.currentstep + 1
		local step = 	"Step"..self.currentstep
		print(self.player.Name)
	print(self.currentstep)
		if step == "Step1" then
			print("Step1")
			print(self.currentstep)
		self:GiveBread("1")
		elseif step == "Step2" then
			print("Step2")
			self:GiveMeat()
	elseif step == "Step3" then
		self:GiveCheese()
		elseif step == "Step0" then
			return
		elseif step == "Step4" then
			self:Finish()
		end
	
	end)
end

return Burguers

it’s as simple as setting it to nil like Burguers.__index = nil, As for your worry about metamethods, creating lag, you shouldn’t because they aren’t expensive at all, but what you should think about is how you use them instead. Of course you shouldn’t go creating hundreds of unnecessary metamethods but still, you really shouldn’t worry, like others might have said there basically just events for tables. (i’m assuming you meant meta-methods and not meta-tables which are different)

To actually remove the metatable do setmetatable(t, nil).

@Jaycbee05’s solution only “disables” a metamethod.

12 Likes

i was assuming op meant metamethods instead of meta-tables by talking a glance at the code, but your solution works for removing meta tables in specific :man_shrugging:

Quick question though what do you mean by disables? i’m just wondering :slightly_smiling_face:

There’s no reason to set the metatable to nil or anything like that. Metatables are just a reference to a table, so you’re not making anything slower or actually occupying any more space than if you just let things run their way.

This is a non-issue, really, unless you have some weird game logic going on where removing the metatable is necessary.

6 Likes

It’s possible that they want any metamethods to be invoked, alternatively they could use rawget/rawset instead.