Let me know if I should change the category or topic; I didn’t know what exactly to put this under or if this is an engine bug.
I’ve been working on a game with a friend for the past week and a half. Everything has looked fine until we started testing today. The game freezes almost (not always) in-game and in-Studio when there are multiple clients (including team test and local servers).
We’ve tried everything we can think of - reverting to the last time team test/local servers worked, checking for infinite loops (although this would break the game in solo mode I would assume), publishing the game to a new experience - yet nothing works. If anyone has any idea as to why this is happening, please let me know. Thanks!
I was firing a RemoteEvent every second for a countdown to every player in the game. I have no clue why that was too much for the game to handle, but only firing the RemoteEvent once and handling the rest of the countdown on the client fixed it.
or its because of the network traffic that could be slowing you down. because its all on your computer in studio, it doesnt have to fire over the internet.
Usually it would stop give a output warning; “Script Exhaust”,but sometimes it would randomly just freeze the game like how exploiters can fire a server and freeze the server.