title | description |
---|---|
Task Scheduler |
Task Scheduler coordinates tasks done in each frame as the experience runs. |
The Task Scheduler coordinates tasks done each frame as the game runs, even when the game is paused. These tasks include detecting player input, animating characters, updating the physics simulation, and resuming scripts in a Global.RobloxGlobals.wait()
state.
While there may be multiple tasks running, the task scheduler can potentially be overloaded, especially in the following situations:
- Using a custom character rig or input scheme.
- Animating parts yourself (instead of using an
Class.Animator
). - Depending heavily on precise physics.
- Replicating objects regularly.
A frame is a unit of game logic where work is done. Each frame should perform tasks efficiently, leading to more frames per second and a smoother player experience.
The most direct way to add frame-by-frame game tasks is through the following members of Class.RunService
:
Class.RunService:BindToRenderStep()
Class.RunServer.PreAnimation
Class.RunService.PreRender
Class.RunService.PreSimulation
Class.RunService.PostSimulation
Class.RunService.Heartbeat
The task scheduler categorizes and completes tasks in the following order. Some tasks may not perform work in a frame, while others may run multiple times.
To build performant games with efficiency in mind, note the following:
-
Don't connect/bind functions to the render step unless absolutely necessary. Only tasks that must be done after input but before rendering should be done in such a way, like camera movement. For strict control over order, use
Class.RunService:BindToRenderStep()|BindToRenderStep()
instead ofClass.RunService.PreRender|PreRender
. -
Minimize the amount of waiting scripts. Avoid using
while wait() do end
orwhile true do wait() end
constructs, since these aren't guaranteed to run exactly every frame or gameplay step. Instead, use an event likeClass.RunService.Heartbeat|Heartbeat
. Similarly, avoid usingGlobal.RobloxGlobals.spawn()
orGlobal.RobloxGlobals.delay()
as they use the same internal mechanics asGlobal.RobloxGlobals.wait()
. Uses ofGlobal.RobloxGlobals.spawn()
are generally better served withLibrary.coroutine.wrap()
andLibrary.coroutine.resume()
of theLibrary.coroutine
library. -
Manage physical states carefully.
Class.RunService.PreSimulation|PreSimulation
happens before physics, whileClass.RunService.PostSimulation|PostSimulation
happens after physics. Therefore, gameplay logic that affects the physics state should be done inClass.RunService.PreSimulation|PreSimulation
, such as setting theClass.BasePart.Velocity|Velocity
of parts. In contrast, gameplay logic that relies on or reacts to the physics state should be handled inClass.RunService.PostSimulation|PostSimulation
, such as reading theClass.BasePart.Position|Position
of parts to detect when they enter defined zones. -
Motor6D transform changes should be done on the PreSimulation event. If you don't,
Class.Animator|Animators
will overwrite changes on the next frame. Even without anClass.Animator
,Class.RunService.PreSimulation|PreSimulation
is the last Lua event fired beforeClass.Motor6D.Transform
is applied to part positions.