An issue I’ve been facing with implementing streaming enabled in my experiences is the “Gameplay Paused” UI being stuck on my screen for well over 15 minutes, with no sign of it leaving anytime soon. This only happens occasionally and is not a rare occurrence, however, isn’t extremely common either. It has happened to myself multiple times within the live experience only. Also to note, the area surrounding my player has fully loaded.
Hey, I’d also like to report that two top experiences I develop for have seen numerous reports from players about this issue happening. We’ve had to disable StreamingIntegrityMode for both games but we left Streaming enabled, it seems to occur a lot more on mobile than PC. I tried to make a repro place but I’m unsure of what exactly causes it and couldn’t reproduce it myself. I’ve also heard from some fellow developers I’m friends with that have also experienced this for their game.
Can you share any more details? Are you using a replication focus by any chance? Are you using RequestStreamAroundAsync?
Are you able to reproduce this with the streaming debug visualization enabled and share the result? To enable on PC use:
shift F3, then shift-1 four times
I’m mainly using RequestStreamAroundAsync. As far as I am aware, the only steps to reproduce the bug is by joining the game. It doesn’t occur at any other point of time during gameplay aside from simply joining the experience.
The :RequestStreamAroundASync is used akin to the following streaming enabled doc under “Request Area Streaming”
Within 10 attempts of repeatedly trying to rejoin the game, after receiving your message. I was able to recieve the prompt once again.
As an additional note, this is after waiting for more than a few minutes and with the certainty that everything within the general vicinity has loaded.
Character loads and then the server immediately performs functions :RequestStreamAroundASync and player.Character:PivotTo, the player then gets teleported to their appropriate stage.
[Gameplay Paused] - UI persists infinitely
As seen by the replication steps, the player has no chance to move locally at all prior to this bug occuring.
I was able to replicate it on three alternate profiles. One account was able to replicate it at stage 9, another was replicated on the max stage once again, and finally I was able to replicate it at stage 1 (on a fresh account.)
@straykevin if we enable some additional client side logging for your experience would you be willing to capture a client log file when this problem occurs and share it with us?
Just a side note, I actually started experiencing this bug with a higher frequency in one of my developer friend’s experiences when trying to play it yesterday. Whose environment consists of only a baseplate.
Hello, I’ve had a similar problem as of right now, where I had the Camera be set to a different part, while also setting the Replicationfocus to it, where it was frozen to “gameplay paused”
local function TweenToPart(Part)
Camera.CameraType = Enum.CameraType.Scriptable
local tween = TS:Create(
Camera,
TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
{
CFrame = Part.CFrame,
}
)
tween:Play()
end
local function SelectItem(List)
local Item = List:FindFirstChild(List.Name..tostring(CurrentNumbers[CurrentStep]))
local Cam
--if List == Ice_Cream then
-- Cam = IceCreamList[CurrentStep]
-- elseif List == DessertList then
-- Cam = DessertList[CurrentStep]
-- else
Cam = Item:FindFirstChild("Camera")
-- end
local ItemName = Item:GetAttribute("Name")
CurrentOne = ItemName
DisplayName.Text = ItemName
if Cam then
LocalPlayer.ReplicationFocus = Cam
TweenToPart(Cam)
LocalPlayer.ReplicationFocus = Cam
end
end
this happens when i play Right 2 Fight by @DevRolve . it happens on join 90% of the time, only repro i got is that i join and it’ll appear on my screen and never goes away. i keep rejoining until eventually this doesn’t occur.
If you are setting the ReplicationFocus to be away from where the avatar is located then this can induce pauses since the server will not be sending data around where the player needs it. This is different from the other pause issues being reported.