[Studio Beta] Team Test Remote Breakpoints

Key Takeaways

You can now set breakpoints on server scripts during Team Test sessions, enabling real-time server debugging without leaving Studio. This feature is available as a Studio Beta.

Hi Creators,

We’re excited to announce that remote breakpoints for Team Test sessions are now available as a Studio Beta! This update lets you set breakpoints on server scripts while in a Team Test session, making it easier to debug server-side logic in a collaborative environment.

Enabling the Beta

To enable remote breakpoints in Studio:

  1. Open Studio and navigate to File → Beta Features
  2. Check the Remote Breakpoints checkbox and click Save
  3. Restart Studio if prompted

How It Works

Once enabled, remote breakpoints activate automatically when you start a Team Test session. Breakpoints are scoped to the user who initiated the session. Breakpoints set by other participants will be ignored. This keeps the debugging experience focused and avoids conflicts in multi-user sessions.

If you’re new to breakpoints in Studio, check out the Breakpoints documentation to learn how to insert, configure, and manage breakpoints, including Conditional Breakpoints and Logpoints. Breakpoints let you stop a script midway through its execution to help you figure out why your code might not be working.

Team Test Remote Breakpoints

Known Issues

This is a beta release, and there are a few known limitations we’re actively working on:

  • Server scripts not visible in Explorer: During Team Test mode, server scripts are currently inaccessible from the Explorer. The Team Test server view that exists in regular Play mode is not yet available in this context.
  • Early-execution breakpoints may not trigger: Breakpoints intended to fire on server start may be missed, as we’re still working on the ability to set breakpoints before server scripts begin executing on the Team Test server.

We plan to resolve both of these before the feature exits beta.

What’s Next

The main goal of this beta is to get this capability into your hands early so we can learn from your experience. Please let us know if you run into any issues or have suggestions as your feedback will directly shape the final release.

Looking ahead, we’re planning to introduce Remote Breakpoint APIs in Q2, which will enable you to programmatically set and manage breakpoints in Studio and further unlock AI debugging workflows. Stay tuned for more details.

Thanks to nidr_71 for their supporting work on this. Happy debugging!

The Roblox Studio Team

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This topic was automatically opened after 11 minutes.

First the UIShadows & individual UI corners Studio Beta, and now this. A lot of great stuff today! Good work to the team that worked on this.

19 Likes

any chance we can have the option to set the userids of Server & Clients test players? this would be useful for something im working on right now, since currently trying to get the userid of a player in that runmode just gives you an error

i dont know if theres a plugin for this already, or if that’s even possible

7 Likes

You can modify the “UserId” property in the player instance under “Players”

simple just have a script that checks if in studio & if user ID < 0 then overwrite IDs

1 Like

The first player has a user ID of -1 and the IDs decrement for each additional test player.

So, if you have four players, for example, and want to get the user ID of player 3, it would be -3.

2 Likes

i meant trying to USE the userid throws an error because the player doesnt actually exist on roblox

3 Likes

then just manually overwrite what data the game grabs with the target ID :stuck_out_tongue:

2 Likes

that would work, just not very convenient

2 Likes