Publishing is volatile when a place has a lot of unpublished unions

During my freetime, I’ve been working on porting levels from another game engine into Roblox.
These levels are CSG-heavy, often consisting of around 500-1000 distinct UnionOperations which each individually have to be published as a SolidModel asset.

This publishing occurs all at once whenever you upload the place to the cloud, and it has the potential to fail silently without any indication that something went wrong. This is something I observed this morning after opening the place in a new session.

The level looked like this previously:

It seems like the union assets got corrupted while publishing, but there wasn’t any clear indication this occurred. It published successfully last night and didn’t report any errors, so I’m not sure what happened.

This is the plugin that I’m using to import these levels:

If any additional information or sources are needed I can provide them here.

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Thanks for the detailed info! We are investigating this issue right now–it just came up for another user. It appears the issue is that the unions, done locally, are causing publish to hit a throttling limit, but we need to investigate more.

In the case we’re looking into, the user found a workaround. What they reported was:
“I tried publishing the map file to Roblox, saving it locally, and the file cut down by ~200KB. And now the place seems to publish without the error.”

Could you let us know if that workaround works for you?

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I’m still having this issue and it seems to specifically occur w/ the VMF importer

I am experiencing it right now without using VMF importer, it happens generally when importing most likely.

I don’t want to necropost but this is still happening and the suggested solution doesn’t work!

Hmm, OK. Thanks for the update. I’ll ask someone on my team to reach out to you for reproduction steps.

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Apologies for not following up on this btw.
Saving it locally (as far as I could tell) didn’t really change anything.

The fundamental issue is that all unpublished unions are queued up for publishing only when the game itself is publishing. It is done synchronously, and there’s no visual indication of what progress it has made, or where it failed when it hits a throttle ceiling.

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