it also completely freezes geforce experience/windows screenshot feature when i open live game
then as soon as i force close the client it all returns to normal
ion know if this just me
it also completely freezes geforce experience/windows screenshot feature when i open live game
then as soon as i force close the client it all returns to normal
ion know if this just me
The performance of particle emitters is also really really poor in general. I created a particle emitter and had it emit particles at various positions using :Emit()
, and compared it with BillboarGui
s. I could do about 200 particles vs ~30k with BillboardGui
s, and this was with the Roblox renderer capping particle render count, meanwhile all BillboardGui
s were rendered.
I think this performance is unacceptable and questionable, to the point that if fully re-implemented in luau using BillboardGui
the performance would likely be significantly better than with the engine. I am extremely confused why particle emitters seem to be so unbelievably costly, especially considering many other engines can pull off thousands or even millions of particles on my hardware performantly, and they have way more options and control around them.
Additionally, when a particle takes up the full screen, it is at least about 20x more expensive to render on my hardware. I am unsure why this is the case, but it causes only a handful of particles to cripple performance when they are too close to the camera. Itâs very obnoxious, and is a huge difference from BillboardGuis
again.
I considered implementing my own particle system using BillboardGui
but decided not to because itâs just not worth the hassle for something Roblox should and probably eventually will fix.
Are you guys planning to add âParticle Collisionsâ?
âToo large to add onto the roadmapâ (even tho you could probably get an intern to make it in a single day
You are so real for this post.
This wasnât always the case anyway. After an update not too long ago particles got significantly worse performantly, especially it seems, if lighting is interacting with the particles at all.
the scriptprofiler doesnât seem to work for me anyways as it shows nothing
maybe that was before this patch and it seems to work now.
Will there ever be any plans to add type definitions to functions and types?
It would be very helpful to be able to add text to the autocomplete like there is on built-in functions but for our own functions and types.
If this were possible, the ApplyMorph function would show the function parameters and return type with the comment there as well.
Edit: To clarify, the functionality would be how you add definitions to functions in TypeScript:
These are my least favorite kinds of error output in the Roblox APIâFailures that lead to a (potentially and almost always) spammy console output when an edge case is reached. It makes it hard to interpret more useful output during a playtest, and then come the complaints from producers because the goofy QA (Love ya) who hits every inconsequential edge case managed to cause an output spam that drowns out actual warnings or errors from malfunctioning code.
In this edge case I would expect it to just⌠do nothing and fail silently? Like what is the real point of a warning? Really dislike these, especially when roblox has no filterable log levels for stuff like this.
This.
Even worse is when theyâre classified as errors when they shouldnât actually be errors!?
I.e. the âanimator failed to loadâ error. Keeps spamming for our game. Iâve tried everything I can to mitigate it, but seemingly nothing works.
Luckily it doesnât seem to affect anything. Why is it an error then?
Could be missing something, but I canât see whyâŚ
YES. PLEASE. I would also really like to add text to the autocomplete. Sometimes, I forget the intricacies of a function and it would be nice to just read a description in another script instead.
can you make an autocorrect for textlabels that can detect basic grammar mistakes?
The full warning message (this is not an error) states that the assemblyâs velocity did not change, so this could be seen as ambiguous or weird, unexplained behavior where trying to change somethingâs velocity just doesnât work sometimes, and they want to notify you why itâs not working instead of leaving you confused.
The question isnât really whether it can be done but how to do it performantly. I think particles just performing better in the first place is probably a way more important thing that should come before that though.
What. As if they havent fixed that yet.
There is function types
You can create a custom type or just Argument types and return type to your function
Thatâs not what Iâm wanting. I want the comment above the function/type to show in the autocomplete like how there is for built-in functions.
I like this. Can make games which run on tons of functions and modules MUCH cleaner and easy to use for multiple developers. It will also benefit external libraries by a ton, without having to google the documentation or having to look at the source code itself.
You can add them to functions and it will autocomplete. But its not as intuitive as other languages and Code editors. With the @ params and adding documentation an all that.
Correct me if Iâm wrong, but this isnât a feature of Roblox within Roblox Studio but a feature of Roblox LSP inside of VS Code. TaxFraud requests support for creating your own documentation directly within the studio with autocomplete suggestions. All these type annotations would do from a person looking at your code inside of studio is telling you more about the function, which while this has value, isnât what heâs asking for.
This error appears only in the game itself (Not in the studio) + the owner of the game (My nephew) sees the error in the studio and the animation does not work for him.