SurfaceAppearance spamming the output window

In my project we use SurfaceAppearance objects for clothing on our NPC characters. We store 449 SurfaceAppearance objects in a folder like so:
RobloxStudioBeta_tVThKxASoh

In the case of my game it’s a little over 500 lines of information that gets spammed in the output whenever I start a test or end a test. Opening a local file with this folder or opening a team create with this folder also spams the output. No user interaction with these objects are taking place, they are just sitting idle in a storage folder.

I can filter out Information prints but I can’t fitler out the SurfaceAppearance error prints. I can turn off Studio sourced output entirely but I lose command bar output + other important information. To the best of my knowledge there are no other solutions aside from deleting the objects which is not ideal.

The exact outputs vary from test to test but the volume of information outputted is consistently overwhelming. Some days I’ve opened up these places my output window is spammed but every so often there is no spam, I have not noticed a consistent trigger.

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Hi, thanks for the report. Is the issue still happening on your side?

Yes it still happens. I was able to talk with somebody and we figured out the cause, but there isn’t really a good way of filtering out the noise other than just waiting it out.

All of the SurfaceAppearance objects were created with the command bar and since I created so many at once it throttled the uploading process for them. I get the output spam for every SurfaceAppearance after that throttle cut off.

The solution is to open studio, publish, close studio, and repeat. To be honest it feels more like a workaround than a real solution but it does work.

Found a better workaround than the publishing one.

Selecting all the SurfaceAppearance objects and running

for i, v in next, game.Selection:Get() do 
	v.AlphaMode = Enum.AlphaMode.Transparency 
	wait(1.1) 
	v.AlphaMode = Enum.AlphaMode.Overlay 
	wait(1.1) 
end

Properly publishes 99% of them, the rest I’ve just been fixing manually.