Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
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-
Instance
- GameSettings
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- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
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- GuiService
- UserInputService
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- TestService
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- Chat
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- JointInstance
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- InputObject
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- Camera
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- Sky
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- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
No Result Found !!!
MoveToFinished
For thread safety, this property is not safe to read in an unsynchronized thread.
This event fires when the Humanoid
finishes walking to a goal declared by the Humanoid/WalkToPoint
and Humanoid/WalkToPart
properties.
The Humanoid/WalkToPoint
and Humanoid/WalkToPart
properties can be set individually, or using the Humanoid/MoveTo
function.
If the Humanoid
reaches its goal within 8 seconds, this event will return with reached as true. If the goal is not reached within 8 seconds the Humanoid
will stop walking and reached will be false. This timeout can be reset be calling Humanoid/MoveTo
again within the timeout period.
Parameters
Name | Type | Default | Description |
---|---|---|---|
|
A boolean indicating whether the |
Code Samples
Humanoid MoveTo Without Time out
This code sample includes a function that avoids the 8 second timeout on Humanoid/MoveTo
by calling Humanoid/MoveTo
again before the timeout elapses. It also includes an optional andThen parameter where developers can pass a function to be called when the humanoid reaches its destination.
local function moveTo(humanoid, targetPoint, andThen) local targetReached = false -- listen for the humanoid reaching its target local connection connection = humanoid.MoveToFinished:Connect(function(reached) targetReached = true connection:Disconnect() connection = nil if andThen then andThen() end end) -- start walking humanoid:MoveTo(targetPoint) -- execute on a new thread so as to not yield function spawn(function() while not targetReached do -- does the humanoid still exist? if not (humanoid and humanoid.Parent) then break end -- has the target changed? if humanoid.WalkToPoint ~= targetPoint then break end -- refresh the timeout humanoid:MoveTo(targetPoint) wait(6) end -- disconnect the connection if it is still connected if connection then connection:Disconnect() connection = nil end end) end
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