ResetButtonCallback has not been registered by the CoreScripts


code used: game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)

It doesn’t happen 100% of the time. It’s relatively rare. Is it because of their local corescripts lagging behind? I added a wait(1) and that wasn’t enough to get rid of all of these instances of this bug.


They are not guaranteed to be registered within a certain time frame. You should wrap these calls in a pcall and continuously try it at a time interval until it goes through.


local resetBindable ="BindableEvent")

local remote_reset = game.ReplicatedStorage:WaitForChild('remote_reset')
    --custom reset logic on server-side

local success = false

while not success do
	success = pcall(function()
		game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)
	if success then
		print'coregui being slow for ResetButtonCallback'
repeat success = pcall(function() setCore() end) wait(0.2) until success

Little bit cleaner


You could make use of name call.

while not pcall(starterGui, "SetCore", "ResetButtonCallback", resetBindable) do

Though of course, this would be I’ll advised.

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All that works fine…until one of those items is no longer supported, throwing your script into an infinite yield. I would probably want to add some sort of time-out logic too–something quite large though, like 15 seconds.

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local coreCall do
	local MAX_RETRIES = 8

	local StarterGui = game:GetService('StarterGui')
	local RunService = game:GetService('RunService')

	function coreCall(method, ...)
		local result = {}
		for retries = 1, MAX_RETRIES do
			result = {pcall(StarterGui[method], StarterGui, ...)}
			if result[1] then
		return unpack(result)

coreCall('SetCore', 'ResetButtonCallback', false)

I post this every time this comes up. Always keep a utility function around for core calls.


Why is this even a thing?

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Because if the game scripts would only run after the corescripts are finished initializing, that means your game scripts are unnecessarily delayed. You don’t want that situation. The errors and the delay in initialization are a minor inconvenience at best and the alternative is worse for all games (even those that don’t interact with core scripts through SetCore).


Really wish the call would do the waiting itself so I don’t need to do a loop …


If we make the assumption (for the purpose of the following question) that Roblox’s code is perfectly organized in such a way that independent things will not yield each other, what does ResetButtonCallback need to yield for? (I assume the 0.001 seconds of actual script runtime can be disregarded?)

SetCore items are not guaranteed to be available within a certain time frame, or ever, for that matter.

You can find the source code of the corescripts here:

Now keep in mind that just because something seems to be immediately available in those scripts right now (i.e. no yielding before the point at which a thing is registered), that doesn’t mean they will be in the future. If they add something to the core scripts that needs to perform a web request first, for example, it could be that SetCore items that are almost immediately available now will take longer to become available in the future.

This should not be a problem in your code, because the guarantee that they are available immediately was never given. If you are assuming that right now, that’s your mistake because you assumed wrongly, not the mistake of the implementation.

(And refer back to the post above on why they can’t make the core scripts fully initialize first)


in the wiki guides I read about usage of setcore, for example disabling the reset button, there was no code relating to waiting in a pcall loop for it. lol


There isn’t but there should be. I have to have pcalls for my reset button.


Thanks for sharing the utility function @Fractality_alt!

I noticed that you used RunService.Stepped:Wait() instead of a longer wait like 0.1. Is 8 iterations of RunService.Stepped:Wait() long enough to guarantee setcore is available in time?


From what I have seen, No.

It can take more than 10 seconds to be available so you might want to give it more time

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Sorry, a little late of a reply–I was looking back at this thread because of a new thread on this same issue

Your reasoning makes a little more sense to me now, but I’m wondering if it might be better to guarantee that corescripts finish initializing (all their outward interfaces are accessible) before normal scripts run. I think I am okay if there are race conditions between replicatedfirst localscripts and corescripts, although I’d even prefer if replicatedfirst scripts are guaranteed to execute first; do you think this is a good idea?

Also I am thinking events for corescripts.initialized and bools for corescripts.isinitialized would be really useful

I think really all we need is that last bit, events for when they are ready and a method to check that they are ready.


I tried adding this and when I spawned in I could reset. After resetting once, I couldn’t reset anymore. Why did it let me reset the first time?

A little off-topic, but still related to CoreGui not being registered. I am having huge problems with CoreGuiChatConnections not registering at all. I have tried using @Fractality_alt’s utility function to wait for CoreGuiChatConnections to register, but it never does. Even after waiting for thousands of tries, it never gets registered. Extremely annoying for me because I need to fire MessagePosted via creating a new Event and overriding current CoreGuiChatConnections’ MessagePosted event with mine.

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