Certain RemoteEvents not working upon being fired anymore

There is currently an issue with remoteEvents in my game that has only started manifesting itself today. I use multiple remote events in my game and at max there would be 2 running at once when there’s only one player in the server.

For example, I have a remoteEvent that takes care of item equips, another one taking care of dequips, another that takes care of item pickups and a fourth that takes care of drops. Oddly enough the equip and dequip events seem to “function” because they do indeed run the code given but they are extremely laggy and wont register half of the time. And the pickup and drop event don’t register anything at all.

Note: Every single remoteEvent was working perfectly fine with no lag yesterday and before. But not today.

So far I’ve tried a couple of things to see how I could solve the issue;

Solution Attempt 1: Checking for loops where an event is run to a point where it clogs the bandwidth allowed.
Result 1: None of my events are inside a loop and it would be impossible for a player to activate more than 2 at once. There would be at least a few seconds of delay.

Solution Attempt 2: Adding a print command(in the localscript) before and after sending the RemoveEvent and a print command(in the script) at the first line after the .OnServerEvent event.
Result 2: Both of the localscript’s print commands ran successfully indicating the :FireServer() went through. But no response from the server. Which would mean the issue is not with the script or localscript but with the way roblox handled the remoteevent’s response to being triggered.

Solution Attempt 3: I looked through every single forum that has to do with roblox and programming on roblox, the closest thread I found that resembles my issue is one posted a few hours ago mentioning an abnormal lag that has only started presenting itself today, just as my problem.
Result 3: Although some admins have said that they are working on a fix, I haven’t seen an update on the matter nor anymore comments/threads regarding the issue. Leading me to believe the problem has either not been fixed or I did something to my game that somehow destroyed the way remoteEvents work. (Although I didn’t change anything in the scripts.)

TL;DR :
Some remoteEvents in my game are working but are severely slowed down, while other RE’s are not working at all. The problem started today and everything worked fine yesterday and did not edit the scripts being affected, tried to solve it but to no avail.

makes game
1 day later
game = not working
me desperately trying to find a fix
help please

Thanks in advance for even reading this, I hope this thread will help in any way either another developer find someone to relate to, or help roblox get another view on the issue.

7 Likes

Also, I’m uncertain if it is in any way related to the lag issue with roblox today, but I keep seeing this in the dev console, an error from a roblox script.
https://gyazo.com/18af72ba253ee07761f932c807ff996b

This is normal. This WaitForChild starts when your client first opens and all the core scripts start running. It’s waiting for a remote function in the core script version of ReplicatedStorage, which is replicated once it connects to the server. WaitForChild, as many people know, gives a warning after 10(?) seconds. So this warning pops up if it takes longer than 10 seconds, which is quite normal, to load into a game.

Source: I made it

edit: this is about the GetServerVersion warning you mentioned, I don’t know anything about your other issue, sorry.

I had the exact same issue! https://devforum.roblox.com/t/game-broken-seems-to-be-related-to-client-connections/149648/6

Alright, thank you for clearing that up! Still have to find out what is causing this remoteEvent issue. It appears to be affecting others too.

1 Like

Might be worth moving this to Bug Reports at this point if multiple people are having this issue and it can be replicated!

Also have this issue - a normally working remote event isn’t firing when I’m testing in studio.

1 Like

Alright Ill make another thread about this in bug reports, hopefully an admin will see it there.

New members don’t have access to bug reports, so you’ll need to post a thread in Bulletin Board and PM it to the Post_Approval group so we can move it for you.

1 Like

How do I do that? Im unfamiliar with posting in the devforum sorry.

I’m assuming you already know how to categorize posts since you posted this one, so after posting a thread in Bulletin Board click the menu dropdown and select Groups:

Find Lead_Top_Contributor and click it:

Click Message:

3 Likes

Alright thank you so much! I sent the message to the Lead_Top_Contributor group.

I’ve had a similar issue for the past year now. From my experience, it seems to be when the same RemoteFunction/RemoteEvent is fired at the same time from some form of item pickup.

If you have two+ items in two+ locations that fire the same function (with different variables obv), that are triggered at the same time by two+ different players, it breaks. It changes anything it’s supposed to on one client locally, not the other client, and does not replicate to the server (and then breaks the pickup script/function).

So after trying in a separate place and finding that the remoteEvents are working just fine and so are RemoteFunction AND remoteEvents that print the result of a remoteFunction. I tried editing the script that runs the remoteFunction after they are triggered and found out the issue is that my TrelloAPI module cant be required anymore. Everytime I try to require the Module it just stops the script. I dont know if this has to do with any Http Request updates or if I accidentally put a typo in the script but the output is not giving me any errors. Sorry for the incorrect information about the RemoteEvents. I will now try and see what is wrong with the custom TrelloAPI module.

2 Likes