Just explaining why they’re collecting that type of information. Also, Studio has had error telemetry for the longest time so them collecting telemetry isn’t exactly new.
Yeah I know and I’ve been against it for the longest time bc I still find it incredibly invasive bc they don’t really need to know everything about how we interact with Studio on what device. If I wanted to contribute (like steam’s hardware survey) I’d turn it on but there’s no option here
我爱 roblox 请收集更多我的信息 telemetry 更新 739 将为所有开发者带来繁荣
Luau ← → Engine communication. Something is “reflected” when it’s available to Scripts.
No hope for you.
Oh okay, thank you. So basically those methods have been optimized a bit.
To add a bit more flavor: Doing a call like GetPartBoundsInBox
has three main steps:
- Get the message from your Lua code to C++ telling it what the Lua code wants done
- Actually spin in a tight loop querying the engine’s internal data structures for the parts.
- Convert the results back into a form that Lua can read them in (Lua table of Instance references).
The reflection is steps 1 and 3, where you “reflect” a C++ data structure to an equivalent Lua one or vice versa.
why is there two : in function calls in release notes of 640
(you have to go to this release then manually type 640)
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