Accurate Play Solo

Edit: This makes sense. Thank you.

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Didn’t know these existed, really appreciate it!

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Sounds cool and everything, but I am simply unable to use APS. With it enabled, once you press Play, Studio pretty much becomes unusable. Buttons won’t respond, neither the shortcuts or the widgets (explorer, properties, plugins, etc.) - the game won’t load and you need to bring the Task Manager to shut it down (Studio become unusable but doesn’t really crash or go into Not Responding mode.) as the close button doesn’t work either.

I didn’t bring up a Bug Report as it seems I’m the only one being affected with this.

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You can still make a bug report if only you are experiencing it. This is why some bugs involve including your computer’s specs. Chances are if you’re experiencing it, someone else who isn’t on the forums is also experiencing it.

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@davness
How much memory on your system?
Also: 32 bit OS, or 64 bit OS?
APS uses considerably more memory than not-APS.

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To avoid bloating the thread I set up a Bug Report: APS mode keeps hanging when Play button is pressed

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I get the following error in my game:

Usage error: RegisterKeyframeSequence can only be used in Solo mode.

Could you please enable KeyframeSequenceProvider:RegisterKeyframeSequence in APS so that we can continue to test quick changes to Animations? Or would this make it no longer “Accurate” Play Solo? If legacy Play Solo gets removed in the future, and this is not enabled on APS, it becomes useless. Or was this service only ever intended to be used by the Animator plugin? It has come in very handy and simplified multiple of my projects’ workflows, and I hope to be able to continue using it in a test environment.

RegisterKeyframeSequence makes a couple of things possible:

  • Make quick changes to an Animation and test them in a play environment before uploading
  • Test a Team Create game that does not belong to you, with the Animations enabled
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Additionally, I receive the following error in APS, but not in actual online server, nor in legacy Play Solo:

Key "ExampleKey" for locale "" not found in any active LocalizationTable

Edit: This seems to have been fixed. Thanks.

Full details

where ExampleKey is a valid key in a LocalizationTable parented to LocalizationService. Again this exact setup (same LocalizationTable, same script) works online.
My specific usage is:

local translator = LocalizationService:GetTranslator(LocalPlayer)
...
local text = translator:FormatByKey(key, args)

The error does not occur when I set up the translator in this way:

local translator = LocalizationTable:GetTranslator('en-us')

I’m guessing it has to do with the fact that it thinks my LocaleId is an empty string. The LocaleId still shows up in LocalizationService as en-us for both SystemLocaleId and RobloxLocaleId.

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Are there plans to make this work for the client too? This greatly complicates debugging the client as it results in having to resort to a million print calls and constantly having to restart the game in order to inspect a different value…

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Yes. Hope to get going on that soon.

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Is this gonna support having multiple clients open at once? It’s a pain having to start a test server and wait a full minute for it to start up.

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No plans for multiple clients at the current time. Perhaps down the road.

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This feature is now on by default - let us know what you think!

If you need to switch back, there is a Studio setting for it but let us know why so we can resolve whatever issues you are having. We will eventually remove the inaccurate Play Solo mode.

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This is a feature I won’t be turning on for the time being, and I hope it’s not forced in the future.

It completely seizes up my Studio for some reason, and I’m forced to close Studio.

I really hope to see it become usable for me in the future, though! Seems like a great feature.

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Sounds like an issue for #platform-feedback:studio-bugs. This will almost definitely be the only way one day, so it’s better to report bugs early.

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I’ve not known about this feature being out until now and my last conversation about this feature was a fear of replacing the fast play solo with really slow server testing. So I was not too happy to see this post.

UNTIL… I saw that EchoReaper has tested and approved this feature. Now I’m legitimately excited to test it out for the first time tomorrow! So excited to have an accurate testing environment consistently!!

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This recently started for me out of the blue. Pretty much makes the feature useless for me since I cannot use it at all.

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I have to switch back because our game uses too much memory for Accurate Play Solo. Roblox cannot support three whole DataModels in one application in our game or it runs out of memory due to it being a 32-bit application. This manifests as “bad allocation” messages, broken behavior, and occasionally complete crashes.

Sometimes I get “bad allocation” on my first Accurate Play Solo test, sometimes it happens on the second or fifth at most. With non-accurate Play Solo, I can test for much longer without issues which is necessary to develop some features.

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Thanks for the feedback. We’re planning to add 64-bit support to Studio in the next few months to resolve this.

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This explains an awful lot. I also cannot test a few games due to this.

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