Max Place Memory Size? / Max Studio Place File Size?

Also could you explain heap. :cold_face:

Yea,

Lua heap is basically any connection you have.

Event connections mainly, but anything along the line of RemoteEvent.OnServer/OnClientEvent, BindableEvent.Event, BindableFunction.On Invoke, RunService.Heartbeat… GUIButton.MouseButton1Click etc.

So, if you want to reduce this, make your connections more simplified. You can do this by minimizing any events that trigger more events. For example, a sprint event

-- DONT DO THIS
local sprintEvent = game.ReplicatedStorage.SprintEvent
local isSprinting = Instance.new('BoolValue')

sprintEvent.OnServerEvent:Connect(function()
    if isSprinting.Value == false then
    `isSprinting.Value = true
    else
    `isSprinting.Value = false
    end

isSprinting.Changed:Connect(function(bool)
    if bool then -- Sprint
    else -- Sprint code here
    end

Don’t do that ^. Minimize the number of connections you have so lua heap doesn’t become a problem. Only use connections when necessary.

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For this, make sure you are testing it while playing it in game. I know sometimes my place memory on the server would be 2.2 GB in studio, but in game, it would only be 1.3 GB or something (server sided).

You seem knowledgeable so could you maybe take a look at my other engine post on Memory which still is affecting me?

I’ve been having the same issue for days with my game as well. Opening the game and just hitting publish (publishing the exact same place that has already been published) shows the “Publish failed” screen as well for some reason.
The place memory size is around 400MB and the file size is 6.2MB. The only thing that would make the game save/publish is deleting everything in ServerStorage, StarterPlayerScripts, Workspace, ReplicatedStorage, etc.
It’s especially weird since there’s games on Roblox that are much bigger than mine, yet are published. I even recall my game file size being more than double of what it is right now and publishing fine.
Game link is Dread: New Map + Gifts Opened! - Roblox.
I’ve tried the solutions above, as well as saving the place as a file and publishing it to other games, but nothing seems to work. Could anyone help me with this issue?

3 Likes

Yeah, you’re right. I have to turn off every other device connected and then only have Studios running to upload my map.

image

my only consistent solution was making the place a team create.

I’ve turned on Team Create and tried clicking publishing one of my .rbxl files as the place, but it still shows the “Publish failed” screen.

are you sure it’s a team create? I think I had to remove most of server storage and then make it a team create, once it was a team create I was able to add back in all the assets and publish consistently.

Yep. Not being able to use the “Publish place as” feature is a big problem since I use it for publishing updates

Uh do the publish not publish place as if you don’t need a new place

Roblox needs to fix this, they broke it a few weeks ago. Its a timeout on the upload. They are limiting the publish to 60 seconds now(maybe 70). So, if you don’t have a fast internet, good luck uploading large places.

I tried to post a bug report but it seems they are not going to move my post. And I can’t post there.

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I think it’s not due to my internet since the “Publish failed” screen appears a few seconds after I press publish.

Well they obviously did something cause this used to not be an issue.

Hopefully it gets fixed really soon as I’m not able to work on my game for days because of the problem.

2 Likes

If you are getting this failure instantly, its not the same problem I’m describing. The problem I am describing is an upload one minute timeout limit. You get the failure after 60 seconds, every time. Will happen with large places 30MB+ and slow internet upload limits < 5 mbit

I’ve had mail dialog with staff and they have finally pushed a fix for this upload timeout issue. I just published my 60+MB Grand Canyon to verify, it works now for me.

@IISato, FYI

uh ok swag, i guess ill call this a solution then

how did you get the untracked memory to 0 ?