Events
[!Summary] Signals let you respond to runtime events by connecting callbacks to a
Signal. Use:Connectto listen for updates,:Onceor:Waitfor one-time handling, and disconnect listeners when they are no longer needed.
Signals
Events are represented by Signal
values. Connect a callback with :Connect, keep the returned
Connection, and disconnect it
when the listener is no longer needed.
local connection = game:GetService("RunService").Heartbeat:Connect(function(deltaTime) print(deltaTime)end)
connection:Disconnect()Once and Wait are also available. ConnectParallel is not exposed.
Delivery limits
Manual Signal:Fire(...) delivery works for standalone signals and other supported signals.
Some instance change signals are only partially implemented: they can be
connected, but do not fire when the corresponding property or attribute is
changed. Part.Changed, user input, Humanoid health-related signals, and remote-event
signals each need to be treated according to their documented runtime behavior.
Do not treat a connectable signal as proof that a producer exists. Confirm that the specific event delivers in the context where your code runs.