Right now, since I just switched my game over to using ModuleScripts, I have only one script running in the server so the Script Performance metrics don’t seem to make much sense
For both Studio and F9 Logs, could script performance have an option to show ModuleScript’s usage separately from the script that included the Module? That would make it easier to profile the different aspects of my game, which is currently not a convenient task
Kinda, they have their own scope, and including them in one script will not double-include the module, so they do have their own identity to some extent. It shouldn’t be difficult to be able to separate out the script’s performance, and the Module’s
But my module scripts return a function that create a table, then that table is stored in another table in the main script. So performance with that may be difficult
A Module is more than the table it contains, in fact, you can have a Module without returning a table at all. The Module itself is it’s own entity, and the table is just the connection to that entity, at least from what I’m guessing
A Module is more than the table it contains, in fact, you can have a Module without returning a table at all. The Module itself is it’s own entity, and the table is just the connection to that entity, at least from what I’m guessing[/quote]
But I can’t run a module script? So without it returning a table a module script is useless. And the functions it runs are in the script you required them from.
A Module is more than the table it contains, in fact, you can have a Module without returning a table at all. The Module itself is it’s own entity, and the table is just the connection to that entity, at least from what I’m guessing[/quote]
But I can’t run a module script? So without it returning a table a module script is useless. And the functions it runs are in the script you required them from.[/quote]
My main point is that I have lots of different scripts require the same module, and it doesn’t make sense to not be able to see how much the module is using up in processor, as opposed to how much the vanilla script is using up. It just inflates and makes it worse now that almost all of my game is just one script now, so profiling anything server side is impossible unless I print out waits with tick, which can be inaccurate, and very cluttery.
I doubt coding this would be a problem for roblox, they are professional programmers and they already have a profiling system set up and working with scripts, and there is definitely a want for this feature, at least in a toggle-able format.
Btw, example of a ModuleScript that does not return a table, but is useful:
local ProcessStep = 0.1
while true do
print("I do stuff but don't return a table")
wait(ProcessStep)
end
return true