Game works Live but not in Team Test?

I’m not expecting a perfect solution since this is such a vague problem and I can’t provide access to the game itself, but I have been having an issue where my game works perfectly fine in Play Solo, Local Server, and Published/Live. However, the game does not work properly in Team Test, making it incredibly difficult to test new features with my team.

This is the only game my teammates or I have had this issue with, and while we believe that the issue is with our personal code, we are at a loss as to why it works everywhere else, even live, but not in Team Test. There are no unique errors in Team Test that aren’t thrown in any of the other environments, so it is really hard to track down.

Has anyone experienced a similar issue?

It’s definitely a challenging situation when your game works fine in most environments but not in Team Test. Team Test is a special case because it’s essentially a local server with multiple clients, meaning certain behaviors and synchronization between the server and clients are handled differently compared to Play Solo, Local Server, or live environments. Let’s go over some possible causes and debugging strategies that might help you identify and fix the issue.

1. Server-Client Communication in Team Test

Team Test simulates a multiplayer environment, so it’s possible that some of your code might be running in an unintended context (client vs server). In Play Solo, Local Server, and Live, there’s often only a single client interacting with the server, but in Team Test, there are multiple clients and a server, which introduces synchronization issues.

Potential Problem:

  • Your code might be running correctly in one environment, but in Team Test, some parts might be running on the wrong side (client or server), or in an unexpected order.
  • You might have different handling of client-server communications or RemoteEvents/RemoteFunctions that work correctly in a single-client context but break in a multi-client one.

Solution:

  • Check where the code is running: Use game:GetService("RunService"):IsServer() and game:GetService("RunService"):IsClient() to check where each piece of code should be running. Ensure the right code is running in the server and the right code is running in the client.
  • Add logs and debug prints: Add extensive debugging logs (using print()) on both the server and client to check whether the issue is due to something like an incorrect RemoteEvent call or uninitialized variables.

2. Data Replication Issues

In Team Test, data replication between the client and server may not be as instant as it is in Play Solo or live, and this could lead to unexpected behavior if your game relies on replicated variables, remote calls, or events that are out of sync.

Potential Problem:

  • Variables or objects that are replicated might not be synchronized properly in Team Test.
  • This can especially affect things like player data, leaderstats, character setup, or remote calls that are dependent on certain conditions being met on both the client and server.

Solution:

  • Check for networked variables: Verify that you’re using RemoteEvents or RemoteFunctions correctly to ensure that data is synchronized between the server and clients.
  • Test with ReplicatedStorage: Ensure that any objects or data that need to be replicated between the server and clients are placed in ReplicatedStorage or are otherwise appropriately replicated.
  • Network ownership: Make sure that when you’re interacting with certain objects or characters (especially physics-based ones), you’re handling network ownership properly. For example, if the client is manipulating a character, the client needs to be the one that has network ownership.

3. Concurrency and Race Conditions

In multiplayer games, especially when testing with multiple clients and a server, race conditions can occur if you have code that is depending on the order of execution. These conditions may not be an issue in single-player environments but could manifest in Team Test.

Potential Problem:

  • You might have code that relies on a certain execution order, and this order gets altered in Team Test due to the asynchronous nature of multiplayer.

Solution:

  • Review code dependencies: Look for places where your code assumes a particular order of execution and ensure that you’re not relying on things like wait(), as that can behave differently in Team Test with multiple clients.
  • Use Spawn(), Coroutines, or Task.Wait() wisely: Ensure that you’re not running tasks that should be executed sequentially or synchronously in a way that causes problems in a multi-client environment.

4. Character Model and Ragdoll Issues

You mentioned earlier that ragdoll behavior works fine in other environments but not in Team Test. It’s possible that the issue is specific to the way character models or humanoid properties are set up in Team Test.

Potential Problem:

  • In Team Test, the server and client might be handling certain humanoid properties, ragdoll mechanics, or custom animations differently, leading to unexpected behavior in characters.

Solution:

  • Humanoid replication: Ensure that your custom humanoid properties (e.g., health, ragdoll state) are properly replicated between the server and client.
  • Check humanoid states: Test if the humanoid states (e.g., PlatformStand, Jumping, Freefall) behave differently in Team Test compared to Play Solo or live. These states can sometimes cause ragdoll scripts to behave unexpectedly if not handled correctly.

5. Network Latency and Server Settings

Network latency could be a factor in Team Test. If the game relies on precise timing or fast responses between clients and server, lag or packet loss in Team Test might cause certain features to fail.

Potential Problem:

  • Latency might be affecting RemoteEvents, physics updates, or game state replication, leading to desynchronization between the server and clients in Team Test.

Solution:

  • Simulate network conditions: Test your game with the network emulator in Roblox Studio (View > Test > Network).
  • Review RemoteEvent/Function calls: Make sure you’re not making synchronous remote calls that could be waiting on responses in Team Test, causing a bottleneck in game flow.

6. Issues with Player Teaming or Character Setup

Sometimes, Team Test can break if player teams are not set up correctly, or if the characters are set up incorrectly during the initial spawn. This might cause objects to not initialize properly or player-specific scripts to malfunction.

Potential Problem:

  • Player teams, spawn points, or team-based scripts could be misbehaving in Team Test.

Solution:

  • Check team setup: Double-check that your player teams and spawn points are correctly set up and that players are spawning with the correct team and character data.
  • Test with PlayerAdded and CharacterAdded events: Ensure that you’re handling these events correctly, particularly if you’re altering players’ character models or loading custom scripts based on the player’s team.

7. Check for Server-Side Only Code

If your game has code that’s meant to run only on the server, ensure that it’s not being accidentally executed on the client side during Team Test. This can sometimes happen if a script is in StarterPlayerScripts or if a LocalScript is used improperly.

Solution:

  • Check for server-side only code: Ensure that your server-side scripts are only running on the server. For example, use game:GetService("RunService"):IsServer() to confirm that certain code only runs on the server.

Conclusion:

The issue you’re experiencing in Team Test could be related to any combination of synchronization, player setup, or replication issues that only manifest in a multi-client environment. To debug this, systematically test each part of your game:

  • Add logs to track client-server communication.
  • Review your RemoteEvents/RemoteFunctions and make sure they are correctly set up.
  • Check if there’s any client-server code that isn’t behaving as expected in the Team Test context.
  • Test with different network settings in Roblox Studio.

By isolating the problem and systematically verifying the behavior of each aspect of the game in Team Test, you’ll be better positioned to identify the cause and resolve the issue.