As a Roblox developer, it is currently too hard to identify which developer code may be triggering a crash.
Without a repro, determining which developer code caused a crash is very guess-and-check in a way that doesn’t scale well. Once you have a repro, it becomes a lot easier: you can identify what section of game you’re in and what code is running.
This benefit can be emulated on a broader, analytical scale if developers could include a ‘tag’ for what Luau code is running at the time. For example, when teleporting between sections of the world, a developer may enable the tag Teleporting
— if a crash occurs during that time, the Crash Reports graph in the creator console would show a breakdown of developer tags, marking this crash with the “Teleporting” tag.
Ideally, it would be possible for developers to enable multiple tags, though a limit of e.g. 5 or 10 would be reasonable and understandable. This would allow developers to tag the current gamemode, the current actions happening, particular game-specific settings that may trigger different behavior, etc.
If Roblox is able to address this issue, it would improve my development experience because it would make it easier to identify crashes that we don’t have an active repro for. This makes it both easier to find a repro and easier to fix it without a repro. Right now we’re pretty much going in blind.
This feature request covers custom developer crash tags, which is are user-customizable and have a focus on the developer-user’s Luau code. Here is a related feature request for engine-level system crash tags:: Crash Reports: Tag Crashes with Engine System