I was told that loops should overall be avoided when events such as .Changed and :GetPropertyChangedSignal exist. So my question is how would I make a part follow a character (or a Vector/CFrame) avoiding the usage of loops?
So far, I’ve came across RocketPropulsion which seems to be the only body mover that may be capable of doing this.
EDIT: After a while, I discovered instances such as BodyPosition and AlignPosition which both can accomplish this with the downside of less control.
Use heartbeat if serverside and renderstepped if on the client. Keep in mind that this can be up to >30 iterations a second. If you don’t need that level of precision, a standard loop would work just fine.
Use Heartbeat for both environments. Use RenderStepped only if you reasonably need something to run before the execution of a render tick, such as camera updates or something that needs to update in the same relative frame as the camera.