Say I have a script setup like so, what would the code to properly set this up look like be. Would it just be a single fire or do I need to make connections to each of these remotes?
-- Script Located Within ServerScriptService
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local profilerEvent: BindableEvent = ReplicatedStorage["RemoteFunctionEvent.profiler"]
local function RegisterRemoteFunction(rf: RemoteFunction)
end
local function RegisterRemoteEvent(re: RemoteEvent)
end
local function Register(object)
if object:IsA("RemoteEvent") then
RegisterRemoteEvent(object)
elseif object:IsA("RemoteFunction") then
RegisterRemoteFunction(object)
end
end
local function CheckForRemotes(parent: Instance)
for _, child in pairs(parent:GetDescendants()) do
Register(child)
end
parent.DescendantAdded:Connect(Register)
end
CheckForRemotes(game.ReplicatedStorage)
CheckForRemotes(workspace)
Note: for remote functions youâll have to fire the profiler event right next to where the remote function callback is received, because remotefunctions only accept one callback.
It works for me - are you making sure to switch to the server view to check the packet chart? when using the packet chart while playing on the client, it only shows incoming packets from the server, and vice versa if in server view.
Sorry for the late response - is there anything which the introduction doesnât answer?
The TLDR is that this plugin allows you to measure incoming packet data - itâs size, contents, and information. This is especially helpful for games with high ping caused by congested remote traffic.
If I had to guess this would be due to the developer console-on idle, my game averages around 0.5 KB/s but with the developer console open (with server log access), it is at minimum 30 KB/s.
Iâve confirmed that the plugin is working as expected - nothing has changed since the last update 4 months ago. Please verify that youâre using it correctly.
its working fine for me with the latest version. Are you sure there are remotes being sent from server â client? The packet profiler only logs incoming remotes, not the remotes being sent from the current run context.
this is essentially conjecture, but ever since adding this to my game i have had a noticeable increase in reports of server crashes. not sure how this would be triggered, and its definitely possible it has nothing to do with this resource. but use with discretion.
The plugin does not activate, i.e. run, until you first open it for the first time - meaning it should have no impact on the game until itâs opened for the first time: