Hey everyone!
I built a plugin that scans your game, and points out common mistakes, performance drains, and little oversights that are easy to miss,. so instead of hunting them down one by one, I made a tool that does the boring checkup for me.
Each issue comes with a simple and easy to understand explanation of why it matters, and many can be fixed instantly with one click, with a full undo stack if you change your mind. Think of it as a QA buddy that helps you ship smoother, cleaner games without having to hunt for bugs.
The current UI is barebones visually, but i plan to update it overtime if people like the plugin!
I’d brand it as an analyser; it’d be good to go inline with the plugin!
I don’t consider it much of a debugger (because that’s more about runtime issues, as in, you catch them AT runtime), but rather a static analysis tool.
I appreciate this plugin idea, but I don’t like how it was executed. You analyze, and the plugin lists a bunch of issues and can implement a quick fix. These fixes are quite subjective and don’t apply to all types of experiences. It’s also hard to grasp where the issue actually is! Instead, I believe that the UX could be improved if it instead focuses on helping the developer track down unoptimized portions of the experience with intuitive visualizations in the viewport.
Here’s some suggestions to improve it! They’re all based on merging each type of issue into one section, allowing the developer to manage them all at once.
1: LocalScripts in server services
Current Behavior: Highlights the script and provides one quick fix. Suggested Behavior: Allow the developer to sift through these scripts one by one and allow them to move it to any other service.
2: Server Scripts in StarterGui/StarterPlayer
Server scripts do infact run in StarterGui. Why? No idea.
Current Behavior: Highlights the script and provides one quick fix. Suggested Behavior: Same as above!
3: Unanchored parts clogging physics
Current Behavior: Allows setting the part to anchored. Suggested Behavior: Enable a controller that highlights unanchored parts and will have their anchored state toggled on click or when lasso selected. This provides a visual way to implement optimizations where needed.
4: Transparent parts, shadow casters
Current Behavior: Allows fixing an individual part. Suggested Behavior: Same as above! Provide a controller to click or select parts to visually fix.
You get the idea, I won’t clog up the post too much. Simply provide better UX and analytics, and more people might use the plugin! Having to manage each issue individually is time consuming. But managing them all at once with intuitive controllers could really speed up a workflow!
I will try my best to test out these methods and implement them in the coming updates along with my current plans to add more detectable stuff. I think what you’re suggesting could bring a lot to the plugin.
This is easily a 9/10 plugin for me as of its current state, but I have some suggestions to make this more versatile.
View Button — This will be for objects in the workspace, highlighting it until any buttons are clicked
Tabs — These tabs will just help organize the detections. (EX: All, scripts, parts, etc)
Search Bar — This will be for searching for certain things like object names, MaterialVariants (MV: search), Tags (Tag: search), and Attributes (Attri: search)
Tutorial — Just a little tutorial to show off how it works and how to use it effectively. Saves time for the developers so they don’t have to manually learn the plugin.
Performance Colors — Have the UI have colored borders depending on how it effects performance. Green = low, Yellow = medium, Red = high.
Batch Actions — Allow us to select multiple detections (ctrl + click) and choose an action that effects all selected actions.
i dont see why anyone would use this if they fully understand how their game works and their code and know what they’re doing but okay plugin i guess
i mean they could make a todo list like i and some people do but yeah
anyways i looked at ops activity and it seems like they were selling a 20 dollar volu. lighting but it was a scam and it used free models and they had “quit” developing entirely?
hi, ALARE was completely and indefinitely cancelled, due to accusations regarding stuff like this, which I have already responded to countless times prior. Either way, I am trying my best to move on, and learn from the terrible experience and idea ALARE was. Thank you