rojo/.cursor/rules/roblox/performance-optimization/microprofiler/task-scheduler.md
2026-02-02 12:08:47 -06:00

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Task scheduler Task Scheduler coordinates tasks done in each frame as the experience runs.

The task scheduler coordinates tasks done each frame as the experience runs, even when it is paused. These tasks include detecting player input, animating characters, updating the physics simulation, and resuming scripts in a Library.task.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.

RunService

The most direct way to add frame-by-frame tasks is through the following members of Class.RunService:

  • Class.RunService:BindToRenderStep()
  • Class.RunService.PreAnimation
  • Class.RunService.PreRender
  • Class.RunService.PreSimulation
  • Class.RunService.PostSimulation
  • Class.RunService.Heartbeat

Scheduler priority

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.

Best practices

To build performant experiences 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 of Class.RunService.PreRender|PreRender.

  • Manage physical states carefully. Class.RunService.PreSimulation|PreSimulation happens before physics, while Class.RunService.PostSimulation|PostSimulation happens after physics. Therefore, gameplay logic that affects the physics state should be done in Class.RunService.PreSimulation|PreSimulation, such as setting the Class.BasePart.Velocity|Velocity of parts. In contrast, gameplay logic that relies on or reacts to the physics state should be handled in Class.RunService.PostSimulation|PostSimulation, such as reading the Class.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 an Class.Animator, Class.RunService.PreSimulation|PreSimulation is the last Luau event fired before Class.Motor6D.Transform is applied to part positions.