Please try to create a plugin that reproduces the behavior. I tried to load some plugins, including one that has several toolbar buttons, and I didn’t get this behavior.
It may also help that you list the plugins you have instead of saying “open a new place with the plugins I have”.
The error messages you’re getting in that screenshot are supposed to warn plugin developers that no two buttons can have the same ID on the same toolbar.
What if you disabled all the plugins you have and then restarted studio? If that works, enable one plugin, restart, enable another, and so on until you get an error. It might be that a plugin is being messy.
It’s every single plugin I have. Just updated them all, all are up to date. Disabled them all. Enabled one, opened studio, error shows up. Disabled, enabled another, go again, error pops up again. Did this for about half of them. Every single throws this errror.
Example of just one of them being active (not gonna go through all of them again and SS each one)
But a staff member replied saying they’ve reverted the changes (the solved answer) and this was months ago, so it shouldn’t be occuring now all of a sudden
I don’t have that plugin so it’s not that. I’m sure what @ForbiddenJ said about it being a cloud problem is correct. Just need to get the attention of staff
Even though this happens, all the plugins see to work fine. Although this isn’t critical, it would be nice if I wasn’t getting spammed with this message on start up…
Yea, I’m quite disappointed if it will effect my game. Now I’m not sure to continue my project in that game that it’s giving the output in, or to make a new game and transfer the gamepass purchases…
I think a fix that plugin authors can do for now is to put a BoolValue named “AlreadyRun” inside each of their scripts, and then set one to true as soon as a script runs. If it is already true, then don’t run.
I’ve noticed this issue too. Although in my case it’s to do with the act of updating a plugin instead of getting them by opening Studio. I’ve gone ahead and even made a little video demonstrating this problem with a dummy plugin, with as simple-as-can-be coding.
Video Example
Coding Example
local ToolBar = plugin:CreateToolbar("Empty Test")
local Button = ToolBar:CreateButton("Button","WIP","rbxassetid://2195531164")
print("This is a test!")
plugin.Unloading:Connect(function() print("Unloaded!") end)
I believe this started happening around the same update that allowed for plugins to be independently refreshed instead of needing to refresh the entire list. I’m not certain of the exact version.
This also prevents the plugin function plugin.Unloading from firing, too. Turning off and on the plugin after updating them seems to fix the immediate issue, though will occur again if they need another update.
This is still happening, will there be any fix for this soon. As a user who creates and uses plugins a lot, this makes it incredibly hard to work with them. It has been happening for way too long and it’s halting plugin development.
This still doesn’t fix the issue at hand, I would like to quickly publish and recieve updates on plugins online without the errors popping up. Also saving as a local plugin forces it to be saved as ‘.lua’, the only workaround is to save to file, change the directory of the model, then save script as a local plugin so that the update can be registered. This isn’t ideal and is a lengthy workaround. Thanks for helping anyway.