Currently I get spammed with a wall of “Infinite Yield Possible” warnings whenever I hit a breakpoint in my code during initial startup of the game, which pushes the actual error messages / debug info that I need to debug the my problem way up in the console so I have to go scroll… scroll… scroll… scroll every time to find it.
This is pretty clearly an accidental omission with regard to the feature and never desirable behavior.
How the heck do I disable this warning. I thought we got rid of the FormFactor warning because of similar problems. I have local scripts that wait for certain parts to be loaded by the client so they can insert Surface GUI’s and studio keeps spamming me with these warnings.
I’m using StreamingEnabled. The parts don’t load into the workspace until the player is close enough to them, so I was using waitforchild to set the adornee of the surface GUI’s. How is this wrong?
IIRC (I haven’t actually made a StreamingEnabled place myself) you should rather be listening for ChildAdded / Removed to add / remove the relevant things to adorn stuff in the workspace. WaitForChild inherently means your solution isn’t very good: You can’t have all of the adornments instantiated at once any more than all of the parts can be in the workspace at once, so a WaitForChild solution will presumably fail if the player walks around enough in the world with a small memory device like an Iphone.
We got rid of the FormFactor warning because the main places it was popping up were out-of-date plugins that we didn’t have source control over, so the warnings weren’t helpful (even though imo they should have just been disabled for plugins). You can control the WaitForChild warnings completely, and it’s good that you’re getting them – that means they’re working. They’re telling you you’re doing something wrong.
Yeah I have a line to set the adornee from the start if the part is loaded, it still won’t show the SurfaceGui unless the part is loaded when the player spawns.