TweenInfo loop delay should not wait on initial play

###User Story:
As a developer, I have to create multiple tweens to separate loop delay from initial play delay and manually do TweenService’s work for it.

###The Problem:
The final argument to the TweenInfo constructor is loop delay. If I have a looping animation, it will wait that duration between each loop. Unfortunately, this delay is also waited when the tween is initially played.

###Desired Behavior:
Loop delay only waits between loops – not on initial play. If I want to wait before the initial play, I’ll use wait(t) tween:Play()

###Use Cases:

  • “Press any key to continue” text which fades in/out indefinitely
  • Primer light. As object is primed, light fades on immediately, waits for a couple seconds, and then fades off when object is launched
  • Airlock pressurization air which fades in white smoke as soon as airlock is entered, remains at full emission for a couple seconds, and then fades out – airlock is opened on tween.Completed:wait()
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