local a = 1
local runservice = game:GetService("RunService")
runservice:BindToRenderStep("MyFirstRenderStep",Enum.RenderPriority.Camera.Value+1,function()
script.Parent.Rotation = a
a = a+1
end)
local a = 1
local runservice = game:GetService("RunService")
runservice:BindToRenderStep("MyFirstRenderStep",Enum.RenderPriority.Camera.Value+1,function()
script.Parent.Rotation = a
a = a+1.25
end)
your speed is fine. that video was about the guy above you.
I appreciate your script, but I want to use renderstepped cause bindtorenderstep is a bit complicated. I just wanted to check for any flaws in my script.
You should not be using RenderStepped unless you’re updating something that should be updated before a frame renders (e.g. camera or minimal character updates). There is an advisory warning on the Developer Hub about RenderStepped and how it can block the execution of frames as well as hamper performance if you use it inappropriately.
If you aren’t updating the camera or the character, you should look into using Heartbeat. It’s the last of the trio of RunService frame-bound events to run and can be used in mostly all cases of requiring some kind of update where while and wait do not suffice.