Hello, we’ve enrolled in the Custom Matchmaking BETA.
We’re experiencing an issue where MatchmakingService:GetServerAttribute("MatchPrioritized")always returns nil when tested from the Developer Console on live servers:
while game.Players:FindFirstChild("sayer80") do
task.wait(3)
local val = game:GetService("MatchmakingService"):GetServerAttribute("MatchPrioritized")
print("MatchPrioritized =", val)
end
Observe that it always prints nil, even though the attribute was set.
We also observed that players were able to join servers even after we had set MatchPrioritized = 0 (lock state), suggesting the attribute may not actually be applied or visible in live.
Screenshots show Studio console output (correct) vs. live console output (nil).
The console should print the value of the server attribute (e.g. 2 or 0) exactly as set by the game code.
We expect that MatchmakingService:GetServerAttribute("MatchPrioritized") will return the correct value in live servers, the same way it does in Studio.
And the documentation specifies that InitializeServerAttributesForStudio is only required for Studio Testing, not ingame testing, which is why it even works flawlessly in Studio in the first place:
I’ve tried out “Double” & “Boolean” & “String”, nothing works for Server Attributes, it always says ServerAttribute not found, but it works flawlessly in Studio, it’s not even working in Dev Console.
I even tried out adding Server Attributes in another game, but it still has the same error message of “Server Attribute not found”
For some reason, the signal only started appearing in the analytics after many hours. I’ve also noticed that some servers still don’t show any value, with the same “Server attribute not found” issue. However, it seems this only affects newly created servers.
My current suspicion is that the bug prevents new servers from having any ServerAttributes set up for Matchmaking. They only appear to become available after the server has been running for a few hours.
A potential solution would be to ensure that newly created servers always initialize with the correct ServerAttributes, so players consistently join the right server.
To provide some updates, so far we identified that it seems that game servers created from some flows are missing the server attribute data. We are doing more investigations on those specific flows.
Thank you for your patience! To be more specific, we have this server prewarming feature (Announcing Server Prewarming). What we found is when a server is brought up via prewarming, and there’s a chance that the client connect to the server before the server attributes being initialized on those server. That is about 50% of the chance. We are still working on the fix, and I will update this thread once the fix is being patched.
I see! Thanks a lot.
Could it also be that already existing servers won’t have any Server Attributes assigned to them? Since it seems to only initialize on startup
So we would have 2 instances of where it glitches out:
Server Migration → because of Pre-Warming
Existing Servers → because Server Attributes didn’t initialize
Hi all, we did another thorough testing. It seems this is only affecting private(vip) server and reserved servers. Could you confirm that you are only seeing this issue on those type of servers? Thanks!
Hey, I just performed a test. I’ve released an update via “Migrate to latest update” and the issue started again. No matter which server I am joining, it all has the same error of “Server attribute not found”
Let me send you the video via a private message.
Before the update it was all working fine in all servers, I assume it might be related to the “Migrate to latest update” feature, it might work normally when shutting down with the old Roblox Feature, but I haven’t tested that yet
I have just sent you a private message with a YouTube link of the issue, the issue is currently present in most servers of the game: ⚔️ Tiny Troops - Roblox
There is a strong indication that only “restarted” & “private servers” experience this issue. Additionally also every server is affected, if you have just created a Server Attribute → doesn’t initialize on older running servers. After many hours signals started to come in when I’ve reported this bug, probably through new servers that were created naturally.
I will test a shutdown the next time I release an update, but it might take a longer time for the next one but I can report back on it, let me know if you need anything, we are trying to keep user disruption at a low.
I also assume it will impact our user stats for ~12 hours (until the servers have been replaced by “natural” ones) whenever we release an update, as server lockings intent is fixing big pain points
I initially discovered the issue through a private server when testing. Then when restarting servers on my game ~1k active players all the new servers were returning nil for 2 - 3 hours. Eventually they all found the Server Attribute.
I’m not sure if this is part of your warm up procedure but seems odd it would take so long.
Thank you all for your the info! We have deployed a fix for the issue.
To summarize, there are 2 issues we fixed:
Private server and reserved server do not have server attributes.
Prewarmed servers during update/migration do not have server attributes.
Now both of those cases, server attributes are initialized correctly! Please let me know if you are still seeing other situations where server attributes are not initialized.