RunService:Run doesn't work in Team Create

Issue Type: Other
Impact: Moderate
Frequency: Constantly
Date First Experienced: 2021-02-09 00:02:00 (-05:00)
Date Last Experienced: 2021-03-04 00:03:00 (-05:00)

Reproduction Steps:
Open a team create session. Create an unanchored part that would have visible physical behavior (like falling for example) and run the following code in the command bar:
game:GetService(“RunService”):Run()

Nothing happens, no physics simulation, no animation playing, etc.

Expected Behavior:
Physics should be running, animation should be playing, etc.

Actual Behavior:
RunService:Run() doesn’t do anything.

Workaround:
We have to publish to another game that’s not team create or copy things over to a local file.
Many of our internal plugins are only usable in non team-create sessions (most importantly the animation plugin and physics placing tools).

1 Like

This is what Team Test is for, see the Team Create section of this page: https://developer.roblox.com/en-us/articles/game-testing

For some more context: The reason that you can’t do this in Team Create is that the mechanics would be fairly complicated, it’s not a simple matter of it doing the same thing it does outside of Team Create. Normally when you use :Run() it starts local simulation in your Studio session. This works well enough in a local studio session, but wouldn’t “just work” the way you’re hoping it might across a networked Team Create session.

Normally Roblox uses networked physics, where the engine chooses a physics “owner” to do the simulation for each object, and that owner may be any one of the players or the server. This works pretty well for gameplay (where the server is driving general simulation, and each player drives simulation for objects close to their character), but would really not give the greatest editing experience: For editing purposes you would likely need much finer control of network ownership to not end up with cases where an object gets messed up through multiple people interacting with it as it simulates.

5 Likes

Team Test is a nice feature but it doesn’t help us in our case.

We have multiple level artists in a single team create and we would use it for very quick back and forth to simulate dragger tool physics (like this). So far, we use it to run animations in our internal tool (to preview different procedural states and adjust the settings in studio), but the animators can have their own individual place.

Nonetheless, your explanation clarifies well the complexity behind implementing a feature like this and until then, we’ll deal with what we have and try to figure out a workaround!

Thanks for your time!

Do the Physical Draggers not work for this? They work in a normal Team Create session just as well as Run mode. (Grab These New Physical Dragger Features!, with the Collisions toggle turned on)

3 Likes

Oh I’ve totally missed this one. This definitely solves our most important use case with this issue. Thank you!

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