Studio doesn't simulate other devices well enough

As a Roblox developer, it is currently impossible to test your games PROPERLY on other devices without actually owning said device. What I mean by this is yes, we can simulate different screen resolutions, BUT we cannot check for disabled mobile buttons

(ModalEnabled = true)

Will NOT remove the mobile buttons when play testing (in both solo as well as simualted servers) and can only be tested if you have a mobile device (which means having to publish the game, grab your phone, take forever trying to find your game and load it) just to test 1 feature.

And the worst culprit is Console. There is currently no way to test console with UI in studio.

if UIS.GamepadEnabled then
    print('Is on controller') -- Will NOT print in studio, only online
    --Show Console control UI
end

Will not work. So any console related UI stuff can only be tested from actually either owning an xbox, or a controller, and has to be tested online, which again, can take forever. You can’t even use your controller in studio to even move

If studio can simulate different screen sizes for each device, then why can’t our code??

3 Likes

My controller works fine in Studio, so this seems like user error on your part. I can also open all my non-core UI in the game and interact with it on controller.

Just a side note but please never do this in production, it’s a rookie mistake – this will lead to you doing controller stuff in situations where people play on keyboard when they just have a controller plugged in but aren’t actually using it. Use UserInputService’s GetLastInputType / LastInputTypeChanged to find input device.

1 Like

I know not to use GamepadEnabled, was just tryna get a quick example. And the controller does work when poay testing in a server, but not play solo. Which is what I want. Having to constantly run a server and client can take me a minute each time.

Mine seems to work in both, so that seems strange. Have you toggled any settings in Studio related to input?