Script Performance should always display the accurate count, activity, and rate of any local scripts running.
Actual Behavior
Several times the script performance tab just freezes in studio test mode. Either stays at a random activity and rate for all current scripts or shows all to be 0% and 0/s. It also doesn’t add new local scripts that were inactive and newly became active.
In this video I show that my first attempt the script performance stats freeze. Second attempt it works (timestamp 0:23) Then every other attempt after that doesn’t work until 3:32 near the end where I get it to display the correct stats. Scripting performance bug
Workaround
The only way to make it work is constantly stopping and playing the studio test mode and maybe 1/10 times it’ll work. Very time consuming to test scripting methods to see which is the most efficient.
Issue Area: Studio Issue Type: Display Impact: High Frequency: Often A private message is associated with this bug report
My apologies for the bump, but I’m afraid this issue is still present. I ran into this issue recently while making a gun system for my game.
I can fix the freezing by toggling between server and client, but I’m afraid I can’t fix where it’s not displaying properly. Every other script displays their activity, rate, and count, but the ones that have their RunContext changed do not.
The whole system is made up of modules, and the main modules are required by scripts with its RunContext to Client/Server depending on the context. This works fine, however, upon looking at script performance, the corresponding scripts read 0 in all categories.
I’m unsure how to solve it and it’s frustrating as I’m unsure how much activity they are using.
Checking in with this thread. Are you still running into this bug? If so, could you repost a video showing your issue? Your previous video link has expired. Thanks in advance.