Is there a need to use :WaitForChild() when declaring GUI components?

I have heard that you should use :WaitForChild() in most cases on client side, since there can be a latency in loading instances. But I’m not sure if I should use it in local scripts inside StarterGui in the context of declaring variables for GUI components.

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Could not using the method possibly cause eny errors during the runtime?

I would also like to know if the situation is gonna be any different with gui inside ReplicatedFirst. The documentation states that “contents of ReplicatedFirst replicate to the client before anything else in the game.”, so I assume there would be no need to use :WaitForChild()?

I can’t be sure though, so I would appreciate an expert’s point on this. The use of this method compared to a direct reference may not be much different regarding performance, but I’m trying to learn how to use it in the most appropriate way.

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There is absolutely no reason to use “WaitForChild()” in a local script. Not many people know this, but client-side scripts run after the whole game on the client is replicated. So feel free to use “:FindFirstChild()” or directly referencing the instance. More info: https://www.youtube.com/watch?v=7tzy1DuPcBQ

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Always use :WaitForChild() inside a localscript, because things get replicated from the server and that takes some small amount of time, but because scripts run blazingly fast, the time it takes for data to go from the server to the client is relatively big. You could be trying to use :FindFirstChild() on an instance that has not “arrived” yet from the server, and that can result in the function returning nil, breaking your system.

The built-in :WaitForChild() function fixes this issue, by yielding until it can find that instance. In this context it means that the function is waiting until the instance “arrives” from the server.

Since GUI’s are always scripted with localscripts, you should always use :WaitForChild().

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May as well … One less thing to question. Sometimes If I know the script isn’t needed right away, I’ll put in a task.wait(3) up top or more. Then you can pretty much do as you will.

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You could try that, but for very laggy devices even waiting 3 seconds is not enough, and it will still result in errors.

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I say 3 because that is about the time it takes for the program to load and start. I have scripts that wait a lot longer. Have a few landscape generators that have client scripts that wait 20 seconds. Just to cut down on the loading load …

Also FindFirstChild() is great for testing if it’s even there …

if workspace:FindFirstChild("Part")~=nil then
	--
end

This will not error if Part is not there… any other way to refer to Part would error if it’s not there.

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If if your shearching gui theres is no need for waitforchild unless you what to yelid

Watch cruserfire wait for child video it long but helpful

This is the order things load, this also does a good job at saying when waitforchild is unnecessary and when it’s a must for “safe” code