Or something like trello would work even.
Trello is also not meant for logging…
If you’d really like to go the external route I suggest using something that is purpose built for error logging, such as Sentry. You should ensure that any service you are using for logging allows it in their terms of service, otherwise you will have problems.
Agreed, I think Discord/Roblox only recently allowed you to use the webhook in-game.
If people begin using it for logging (as stated, against TOS) then they may block the webhook again / whatever they did before.
I prefer being able to rely on the actual Discord webhook than proxies.
I think I’m missing something incredibly basic, but how do you set this up to make it start working?
Edit: Nevermind I’m an absolute idiot haha
Awesome, this will come in handy.
I just installed this today. I require the module from my main server script and there are no errors or bugs but it just does not open the UI. I tried F8 and /log in the chat. Any pointers?
I figured it out. In case it is useful to others, the script bootstraps itself by inserting a client script into StarterPlayer. In my case, I required the module at a point where the player had already joined. While this would be fine for a long running server where players come and go, it did not work for local testing in studio. The tip is to place the require right at the top of your mains script before any players have joined the experience.
That’s actually interesting and giving me an idea.
Let’s say that one user is exploiting and he’s trying out his best mediocre LUAU skills at trying to cheat on the game.
If his injected scripts error out, would it be possible to see it on the client logs?
At that point you might as well have client-sided anticheat
I don’t know what I am doing wrong, but I cannot get it to work at all