Messaging Service isnt working for me

I am making this thing where it takes the scoreboard in place A, and sends the info the place B, the menu. I am wondering why it isn’t working.
Place A - Publishers

local MessagingService = game:GetService("MessagingService")
local Players = game:GetService("Players")


local deb = false

local val = workspace.ScoreboardValues

for i,v in pairs(workspace.ScoreboardValues:GetChildren()) do
	if v.Name == "StringPeriod" or v.Name == "HomeScore" or v.Name == "GuestScore" or v.Name == "HomeAbv" or
		v.Name == "HomeColor" or v.Name == "GuestColor" or v.Name == "Time" then
		v.Changed:Connect(function()
	-- Publish to topic
			if deb == false then
				deb = true
				local publishSuccess, publishResult = pcall(function()
					local message = val.StringPeriod.Value .. " - " .. val.Time.Value
					MessagingService:PublishAsync("GS1Neutral", message)
				end)
				local publishSuccess, publishResult = pcall(function()
					local message = val.HomeAbv.Value .. " " .. val.HomeScore.Value
					MessagingService:PublishAsync("GS1Home", message)
				end)
				local publishSuccess, publishResult = pcall(function()
					local message = val.GuestScore.Value .. " " .. val.HomeAbv.Value
					MessagingService:PublishAsync("GS1Guest", message)
				end)
				local publishSuccess, publishResult = pcall(function()
					local message = val.HomeColor.Value.R*255 .. "," .. val.HomeColor.Value.G*255 .. "," .. val.HomeColor.Value.B*255
					MessagingService:PublishAsync("GS1HomeColor", message)
				end)
				local publishSuccess, publishResult = pcall(function()
					local message = val.GuestColor.Value.R*255 .. "," .. val.GuestColor.Value.G*255 .. "," .. val.GuestColor.Value.B*255
					MessagingService:PublishAsync("GS1GuestColor", message)
				end)
				if not publishSuccess then
				end
				wait(7.5)
				deb = false
				
			end
			

	
	
end)
end
end

function new()
	local publishSuccess, publishResult = pcall(function()
		local message = #game.Players:GetChildren()
		MessagingService:PublishAsync("GS1Count", message)
	end)
	if not publishSuccess then
		print(publishResult)
	end


	
end


game.Players.PlayerAdded:Connect(new)
game.Players.PlayerRemoving:Connect(new)

Place B - Receiver

local MessagingService = game:GetService("MessagingService")
local Players = game:GetService("Players")


local s1 = script.Parent.buttons.PlayFrame.Arenas.Score1

repeat wait() until game.Players.LocalPlayer

while wait() do
	-- Subscribe to the topic
	local subscribeSuccess, subscribeConnection = pcall(function()
		return MessagingService:SubscribeAsync("GS1Neutral", function(message)
			local da = message.Data
			s1.N.Text = da

			end)
	end)
	local subscribeSuccess, subscribeConnection = pcall(function()
		return MessagingService:SubscribeAsync("GS1Home", function(message)
			local da = message.Data
			s1.HS.Text = da

		end)
	end)
	local subscribeSuccess, subscribeConnection = pcall(function()
		return MessagingService:SubscribeAsync("GS1Guest", function(message)
			local da = message.Data
			s1.AS.Text = da

		end)
	end)
	local subscribeSuccess, subscribeConnection = pcall(function()
		return MessagingService:SubscribeAsync("GS1HomeColor", function(message)
			local da = message.Data
			s1.HS.BackgroundColor3 = Color3.fromRGB(da)

		end)
	end)
	local subscribeSuccess, subscribeConnection = pcall(function()
		return MessagingService:SubscribeAsync("GS1GuestColor", function(message)
			local da = message.Data
			s1.AS.BackgroundColor3 = Color3.fromRGB(da)

		end)
	end)
	local subscribeSuccess, subscribeConnection = pcall(function()
		return MessagingService:SubscribeAsync("GS1Count", function(message)
			local da = message.Data
			s1.Parent.Count1.Count.Text = da .. "PLAYERS"

		end)
	end)
	if subscribeSuccess then
		-- Unsubscribe from topic upon player ancestry change

	end
end



try to remove one of the pcall(functions() to check if there is an error
most likely in here

local message = val.StringPeriod.Value .. " - " .. val.Time.Value

Removed all the pcalls, no errors.

Also removed in place B, still no errors

messaging service doesn’t work like that it works only in one place

Doesn’t it work in the universe tho?

MessagingService sends messages between all the servers and places within the same universe. You don’t need to do anything extra to do this because whenever you send a message it automatically goes between all the places and servers.