Ok so for one thing, I acknowledge that I’m using the error report for something it’s not designed for… however I’d still like to point out some inconsistency with it and hopefully it can be fixed or explained here.
What I’m trying to do; I’m trying to use the error report as a funnel reporting system because I’ve noticed 10% of my users aren’t initializing into the game properly. I can’t use the actual funnels because the error is related to the client to server communication and the analytics service can only run on the server.
Basically:
Server sends out a warning: “STEP 1”
Server puts a localscript into the client’s PlayerGui
That localscript sends out another warning: “STEP 2”
The localscript fires a remote event
Server receives the event
Server sends out the last warning “STEP 3”
What I’m seeing in the error log is:
Server - STEP 1 - 455k warnings
Client - STEP 2 - 243k warnings
Server - STEP 3 - 417K warnings
So I can tell via the server warnings that the 10% of users failing to initialize is still happening, I knew that it was, this is another piece of evidence that shows that. I don’t really understand how I’m only getting half of the client warnings in the report. The client has to output “STEP 2” before telling the server to output “STEP 3”.
Is there any particular reason why this is happening? Is it just expected to only get error reports from half of all clients?