Studio stops responding after every test

My game stops responding whenever I get off the test mode and loads really slow. It doesn’t crash the studio, but it stops responding for a while. This happened only just 2 days ago. I checked the scripts’ performances, they’re not causing any issues. The game only has like 14k+ parts too. The save file is also only 1.51 MB small. I’m not sure if this is also happening in other games and I haven’t asked other developers (that don’t work in this game) if this is also happening to them.

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Make the pc off and on, then delete lagging files

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Needs more information. Could you skim through the memory sections of your Developer Console while testing and show some of the labels that might be concerning?

Did you double check the scripts for any malicious lines that coukd be backdoors or viruses? Do you have any exposed while true do loops that might cause that? Are remote events clogging up the client’s memory, thus causing the game to crash?

  1. You put a lot of models that might cause lag, remove or replace lag files
  2. Your PC is overheating and lagging, close the program and open it again. If it is still laggy, then restart.
  3. You have a virus/backdoor in your files. Find the source and remove it.

I have no viruses, there are no bad while true do loops, remote events do not seem to clog up the client’s memory, and my PC’s not overheating.

I’m not quite sure about the models because I just added one transparent brick, a couple of scripts which I’m not sure if they are badly written and the studio started to stop responding everytime I return to editing mode.

I’m not sure which sections must I check in the console, but the client memory usage is 460 MB.

I had the same issue. I heard it might happen if you use bindable events for things like datastores, but I’m not totally sure. For me, the problem eventually fixed itself after I finished datastores.

Bindable events you say… I will check because apparently this model with scripts provided by my scripter which what I was talking about in my previous reply has some events included. It might be the cause.

Hopefully it is…

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If you have a game:BindToClose() function the studio can yield up to 30 (possibly more, depending on size of the game) before closing. Make sure if you have a BindToClose() function to only run it if you’re in a real game. Use if game:GetService("RunService"):IsStudio() then

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