right, i am not sure if this is the correct place but let me explain myself;
a script as simple as the one below has suddenly stopped working, even with all conditions met, there are no errors, no prints if i add them in, no trigger detection
`local Prompt = script.Parent
Prompt.Triggered:Connect(function(plr)
if plr.PlayerGui:FindFirstChild(“VehicleGui”) then return end
local UI = game.ReplicatedStorage.BravonianAssets.VehicleGui:Clone()
another example is usage of bridgenet, previously it worked as meant to, now it has suddenly stopped working, i can give a video of this, but it doesnt get any more complex than that
i am not sure on what to do anymore, like i said, these issues only started appearing NOW, i can only attribute this to the whole ‘sandboxing’ updates, which are not possible to completely disable or revert back to how they were
If the character is in a different spot on the server than the client, you have a replication or physics ownership issue, not just a sandboxing problem. Check if you are moving the character via a LocalScript without properly handling the network owner. The UI script failing sounds like it might be a separate issue with how the RemoteEvent or Prompt is being handled during that desync.
there are ZERO scripts that affect character movement via script, but this seems to only be on the roblox studio ‘server’ view
the ui script doesnt seem to be a desync, it randomly starts working again, or sometimes if i toggle the linked image
another issue is model replication, for SOME reason, the model exists perfectly fine in the server, but making a script that constantly teleports me to the model doesnt help, streamingenabled is off and even then it shouldnt be a problem
If it only happens in the server view and toggling things fixes it, you’re likely looking at a Studio rendering or simulation lag issue rather than an actual engine bug. The fact that your teleport script fails to find the model even when running constantly suggests the parts aren’t actually replicating to the server instance of the simulation, which points back to how the workspace is being updated during the session.
If Dex can see it on both sides but your client view is empty, you are likely dealing with a replication delay or an issue with a specific object not being properly instantiated during the simulation start. Since you’re already checking for streaming enabled and it’s off, check if there’s any logic in your game that might be deleting or moving parts during theloading process.
If it works in a test place but fails in this specific game, then there is something in your place files or plugins causing the instability. Check for any heavy plugins or large amounts of data loading on startup that could be desyncing the simulation state.
If you’ve ruled out plugins and data spikes, then it is likely a local simulation error or an issue with how the place file is being loaded by Studio. It happens sometimes where the server-side state in Studio gets corrupted during a session, especially if there are many large assets involved.
i accidentally joined the game in question after 10 minutes and it suddenly started working, and i did not touch a single thing, i mean that very literally
That explains everything. If your scripts rely on specific limb names or body parts that only exist in R15, they are going to fail immediately when you switch to R6. You need to check if your logic is hardcoded for one rig type.
none of the scripts ‘rely’ on R6, and also, when i say stuff that have nothing to do with rigs i mean it, a scipt that changes the clock time fails to work if there was a specific GUI [which i removed, now its something else]
If a script changing clock time is failing because of a GUI, then your scripts definitely rely on something in the hierarchy or some specific execution order. Check if that script is being blocked by an error elsewhere in the same thread or if it’s waiting for an object that no longer exists.