Class
Debris
NotCreatableService
Allows scheduling the guaranteed destruction of an object without yielding.
The Debris service allows scheduling guaranteed destruction of an object without yielding.
Advantages#
Besides creating a bit of a mess, objects that are no longer required can use
up system memory and cause an experience to run slower over time. For this
reason, it's always advised to call Instance:Destroy() on objects you
no longer need. In some cases, however, an object may have a specific period
of utility before it can be destroyed.
Consider a wall being smashed into individual bricks. If you want a brick to linger for 3 seconds before being destroyed, you can use the following code:
task.wait(3)
brick:Destroy()However, waiting causes the thread to yield which may be undesired. To avoid yielding, a callback function can be scheduled to run on a new thread after 3 seconds:
task.delay(3, function()
brick:Destroy()
end)Or in one line:
task.delay(3, brick.Destroy, brick)While this now avoids yielding, it has a potential drawback in that the scheduled callback will never run if the script is disabled or destroyed before the callback runs.
This is where Debris has a specific advantage, as it does not yield
the current thread and runs outside the context of the script, guaranteeing
the instance is eventually destroyed even if the script is disabled or
destroyed. The following code does not yield and guarantees the instance will
be destroyed:
Debris:AddItem(brick, 3)Note that Debris has a hardcoded maximum of 1,000 objects, so if more
than 1,000 items are added, the oldest debris will be destroyed instantly to
make room for new debris.
Properties 1#
MaxItemsint | The maximum number of items that can be assigned to the Debris
service at one time.ReadSafeDeprecated |
MaxItems: int#
DeprecatedReadSafeDeprecated
Deprecated. This property is deprecated and should not be used in new work.
The maximum number of items that can be assigned to the Debris service at one time.
If this number is exceeded, objects are automatically destroyed in order from oldest to newest until the amount is less than or equal to MaxItems.
This property is currently restricted and will error if set. The value is hardcoded to 1,000 items.
Methods 2#
AddItem(item: Instance, lifetime: double = 10): ()#
Schedules a given Instance for destruction within the specified
lifetime. After the lifetime argument has elapsed, the object is
destroyed in the same manner as Instance:Destroy(). Note that the
lifetime argument is optional and defaults to 10 seconds.
Note that Debris has a hardcoded maximum of 1,000 objects, so if
more than 1,000 items are added, the oldest debris will be destroyed
instantly to make room for new debris. This means you should treat the
lifetime parameter as a maximum lifetime, not an exact lifetime.
| Name | Type | Default | Description |
|---|---|---|---|
item | Instance | The Instance to add to Debris. | |
lifetime | double | 10 | Number of seconds before the Instance should be destroyed. |
Returns
()
addItem(item: Instance, lifetime: double = 10): ()#
DeprecatedDeprecated
Deprecated. This function is a deprecated variant of Debris:AddItem() which
should be used instead.
| Name | Type | Default | Description |
|---|---|---|---|
item | Instance | ||
lifetime | double | 10 |
Returns
()
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild