--- title: Debounce patterns description: Debounce patterns are coding techniques that prevent a function from running too many times. --- A **debounce** pattern is a coding technique that prevents a function from running too many times or an input from triggering multiple times. The following scripting scenarios illustrate debounce as a best practice. ## Detect collisions Suppose you want to create a hazardous trap part that inflicts 10 damage when touched. An initial implementation might use a basic `Class.BasePart.Touched` connection and a `damagePlayer` function like this: ```lua title="Script - Damage Player" local part = script.Parent local function damagePlayer(otherPart) print(part.Name .. " collided with " .. otherPart.Name) local humanoid = otherPart.Parent:FindFirstChildWhichIsA("Humanoid") if humanoid then humanoid.Health -= 10 -- Reduce player health end end part.Touched:Connect(damagePlayer) ``` While logical at first glance, testing will show that the `Class.BasePart.Touched|Touched` event fires multiple times in quick succession based on subtle physical collisions. To avoid causing excessive damage on initial contact, you can add a debounce system which enforces a cooldown period on damage through an [instance attribute](../studio/properties.md#instance-attributes). ```lua title="Script - Damage Player Using Debounce" highlight="10, 11, 13, 14" local part = script.Parent local RESET_TIME = 1 local function damagePlayer(otherPart) print(part.Name .. " collided with " .. otherPart.Name) local humanoid = otherPart.Parent:FindFirstChildWhichIsA("Humanoid") if humanoid then if not part:GetAttribute("Touched") then part:SetAttribute("Touched", true) -- Set attribute to true humanoid.Health -= 10 -- Reduce player health task.wait(RESET_TIME) -- Wait for reset duration part:SetAttribute("Touched", false) -- Reset attribute end end end part.Touched:Connect(damagePlayer) ``` ## Trigger sounds Debounce is also useful when working with sound effects, such as playing a sound when two parts collide (`Class.BasePart.Touched|Touched`), or playing a sound on the `Class.GuiButton.Activated|Activated` event when a user interacts with an on-screen button. In both cases, calling `Class.Sound:Play()` starts playback from the beginning of its track and — without a debounce system — the sound may play multiple times in quick succession. To prevent sound overlap, you can debounce using the `Class.Sound.IsPlaying|IsPlaying` property of the `Class.Sound` object: ```lua title="Script - Play Collision Sound Using Debounce" highlight="5, 7-9" local projectile = script.Parent local function playSound() -- Find child sound on the part local sound = projectile:FindFirstChild("Impact") -- Play the sound only if it's not already playing if sound and not sound.IsPlaying then sound:Play() end end projectile.Touched:Connect(playSound) ``` ```lua title="Script - Play Button Click Using Debounce" highlight="5, 7-9" local button = script.Parent local function onButtonActivated() -- Find child sound on the button local sound = button:FindFirstChild("Click") -- Play the sound only if it's not already playing if sound and not sound.IsPlaying then sound:Play() end end button.Activated:Connect(onButtonActivated) ``` ## Pickup effects Experiences often include collectible pickups in the 3D world such as medkits, ammo packs, and more. If you design these pickups to remain in the world for players to grab again and again, a "cooldown" time should be added before the pickup refreshes and reactivates. Similar to [detecting collisions](#detect-collisions), you can manage the debounce state with an [instance attribute](../studio/properties.md#instance-attributes), and visualize the cooldown period by changing the part's `Class.BasePart.Transparency|Transparency`. ```lua title="Script - Health Pickup Using Debounce" highlight="10, 11, 13, 15-17" local part = script.Parent part.Anchored = true part.CanCollide = false local COOLDOWN_TIME = 5 local function healPlayer(otherPart) local humanoid = otherPart.Parent:FindFirstChildWhichIsA("Humanoid") if humanoid then if not part:GetAttribute("CoolingDown") then part:SetAttribute("CoolingDown", true) -- Set attribute to true humanoid.Health += 25 -- Increase player health part.Transparency = 0.75 -- Make part semi-transparent to indicate cooldown state task.wait(COOLDOWN_TIME) -- Wait for cooldown duration part.Transparency = 0 -- Reset part to fully opaque part:SetAttribute("CoolingDown", false) -- Reset attribute end end end part.Touched:Connect(healPlayer) ``` This cooldown concept can be applied to other scenarios as well, such as creating a "reload" time for a rocket launcher to limit how frequently players can fire rockets.