So as you can see in the title, I’m wondering if running multiple RunService.Heartbeat functions is ok.
No I am not spawning parts. For each player I’m using a .Heartbeat function to copy data on the player’s Profile.Data (I use ProfileService) to a separate object (IntValues, NumberValues, StringValues, etc.) and I was wondering if this would cause server lag. Here is an example of code:
In summary I’m just using a loop to copy data on the player’s data to some values so it wouldn’t be too much of a hassle accessing data. Again I’m wondering if this will cause any server issues/lags.
Why are you doing this instead of changing the folder values when you change the profile? What you’re doing wouldn’t necessarily cause lag but it is hugely inefficient.
I’m using ProfileService. It’s quite different than the normal DataStore. I use it to change player’s data without data issues and the folder and values is just so that I can access it properly. I don’t know yet how to access the data without doing this
I know you’re using ProfileService, but you obviously are changing the profile values from somewhere. After you change the profile values, change the folder value too.
I guess that works, too. But do you have any idea accessing tables from another script using localscripts so that I won’t have to inefficiently use folders and values?
You could use attributes on the player, or (more complicated) receive a RemoteEvent containing the data. The first option would be efficient and easy to implement.