Is currently happening to me all the time.
I have uninstalled Studio and reinstalled it - this does not fix the issue.
Is currently happening to me all the time.
I have uninstalled Studio and reinstalled it - this does not fix the issue.
started happening for me too idk why
I have started getting packet errors too somehow. Never happened before.
Getting this issue literally every time I try to test in Studio now.
Still occurring. A guy on Reddit says he’s had it for a month now. Why isn’t this fixed??
Someone made a bug report for this yesterday and we are looking into it. In the meantime, if you can consistently reproduce the issue, please send your Studio logs to the bug-files group, along with what you’re doing when this problem occurs.
Haha that’s me who said that, i haven’t got it in like a week tho
I haven’t got that crash message for a while now, but back then when I had that problem, sometimes it wouldn’t even pass a minute of playtesting before I would get that crash message, and sometimes hours could pass playtesting and nothing would show up
I feel really stupid now, just got that crash message
I’ll be sending my Studio Logs to the bug files group
I am also experiencing this: Error while processing packet - Developer Forum | Roblox
After about 3 hours seems like what wants to make it crash the most is using a :ClearAllChildren() command server-side. It sometimes happens and sometimes doesn’t. Very difficult to duplicate (happens almost every time with the :ClearAllChildren() function, but not always) and only occurs during a local server with at least two players.
STILL getting this. It’s gotten better over the last week, like I’ll be able to test in Studio a dozen times in a row with no issue, but then the next 3+ tests will result in this glitch appearing.
When my code here is run, it happens every time when there’s an oldChar in existence
char.Archivable = true
local newChar = char:Clone()
char.Archivable = false
local oldChar = game.ReplicatedStorage.InstanceData.PlayerMorphs:FindFirstChild(tostring(plr.UserId))
newChar.Name = tostring(plr.UserId)
if oldChar then
oldChar:Destroy()
end
newChar.Parent = game.ReplicatedStorage.InstanceData.PlayerMorphs
This is run every time a character “char” is added from player “plr”. What’s interesting is this bug DOESN’T happen when i open up the PlayerMorphs folder to “watch” it be swapped out. However, whenever I have the folder closed, it happens every time.
The issue went away completely for the last few days, however, today, it started coming back, albeit extremely infrequently:
i just got this for the first time, really strange & happened completely randomly
im getting this error, it’s making the whole game unplayable with more than 1 player
i’ve been getting this in studio for the last few weeks
I got this error recently while testing studio. After doing some testing, I have concluded that this error happened because my game’s network receive was very poorly optimized.
When commenting out the poorly optimized code that caused my network receive so be so high, I stopped crashing and stopped having this error. And when uncommenting it, I continued to have this error and crash.
I’m bumping this thread again because I’ve encountered this issue since around V667. It seems to occur about once every four times I start a Play Test session in Studio. It also seems to always happen between when LocalScripts in ReplicatedFirst are executed and everything else is loaded on the Client. I can see in the Console Log that those Scripts and those on the Server are working fine. Still, none of the Scripts under StarterPlayer are responding. There has also been another issue occurring, but it is much less obstructive and only occurs on Live Clients:
Same thing occuring to me here. Every once in a while just about starting today suddenly it seems to do this and keeps crashing. Very frustrating