It’s not deprecated yet so that people have some time to naturally migrate off of it before being annoyed by warnings in the script editor, but it will be at some point.
Well it does make sense, since wait is the only function that is used the most, so I guess it’s good to give developers some time. Thanks for the reply!
So does this mean that my analogy is correct? When .defer was released I went by saying “It basically schedules threads to be resumed once there’s no other threads running anymore.” Would that mean that this analogy isn’t actually that wrong?
I’ve heard before that Debris uses the older ‘deprecated’ wait/delay, anything I ask forward is dependant if that’s the case, if that’s the case, any plan to switch Debris to use task.wait/delay instead? Is that something that you guys think could break some code? If so, would Debris get possibly deprecated in the near future?
I know I can, that’s why I would expect Debris to be deprecated since it just does that anyway.
I always thought Debris was weird.
Also, even better version of this: You could add some asserting into this, but this works just fine.
local function DestroyInstanceIn(waitTime, instance)
assert(
typeof(waitTime) == 'number',
"WaitTime must be a number!"
)
assert(
typeof(instance) == 'Instance',
"Must be an instance"
)
task.delay(waitTime, instance.Destroy, instance)
end
Has anyone been having trouble using task.spawn in real servers? I don’t mean testing in studio, I mean in real games. I tried switching to using task.spawn not too long after the task library became available and it had what felt like a 40% chance of just not working in a real game in server scripts.
I’d like to know if these issues have been ironed out since this update was last pushed.
If not, it’d be awesome to get it on the wiki with a better explanation of the more in-depth diagrams that we saw in the beta post. I couldn’t seem to find it via the search function on the site.
Edit: Forgot to mention how much I’m loving using this task library. Finger-saver, no more RunService.Heartbeat:Wait(), improved functionality (and efficiency), and a removal of unnecessary RunService GetService variables (for the sake of continuity).