Cannot Playtest. Server Side loads, client side refuses connection

Sometimes when using studio, the client side environment of studio will not load when playtesting. This occurs in both Local Server and Play Solo. The client will try to load for an extended time then it outputs a purple notification in the output stating it failed to connect.

Here is a video of me from a baseplate running Play Solo, crashing, opening a new baseplate, creating a script, running Local Server, and crashing again while observing that the server side code runs normally.
Video uploaded to Streamable

When the issue is encountered, sometimes restarting my pc causes returns my studio to normal behavior, but also sometimes the issue also persists upon pc startup. The bug seems as if it happens at random with no pattern. It is very disruptive to my workflow.

System Information:
Windows 11 Pro
AMD Ryzen 7 9800x3D
96 GB DDR5 RAM
NVIDIA RTX 5080

Beta Features:
Incremental Type Checking, Script Sync, Video Uploads

Expected behavior

The client side loads and the game runs as normal.

A private message is associated with this bug report

Hi,

Thank you for filing this and the extra info in the private message. Can you also send us the Studio logs about this in a private message?

Thank you!

This has also been happening to me, sometimes it logs me out of studio aswell and I have to log in again on the server instance? sometimes with the clients aswell; It’ll also sometimes load one client, then the other will say ConnectFail. Sometimes the server doesn’t even start and just outputs the same ConnectFail error over and over

Hi op, bump on this, can you attach a log to the private message?

I have this issue but my studio never crashes, it just takes forever to load. It is the same as your video, except my studio doesnt crash but around the same time yours crashes mine loads.

Sorry about the delay, this issue stopped happening to me and I am still not entirely sure why. I believe my logs from back then were either removed on a reinstall or automatically deleted.

Thanks, we’ve been making fixes to a lot of testing stuff, so possible this was swept up in one of those.