In my game, we use attributes in Lighting to restore the main map’s lighting after a client’s level is unloaded. However, after enabling the Unified Lighting beta feature, I started encountering errors:
Upon investigating, I printed all attributes present in Lighting during my session and noticed an unexpected internal attribute:
Reproduction Steps:
Open up a new, clean Baseplate, while having the “Unified Lighting” Beta feature on.
Start up a new session in studio.
Print out all attributes that are present within Lighting.
Expected behavior
I expected that these internal attributes would not be present, as I assume they were not meant to be accessed during game sessions.
Not a bug, this case should always be handled by using string.match(attributeName, “RBX”) in your code
Attributes with RBX can only be applied by internal core scripts
I see, but this issue seems to be new and hasn’t happened before, which is why I consider it a bug. Additionally, I thought any internal attribute wasn’t supposed to be exposed to clients in-game, so I didn’t anticipate needing to look for “RBX” specifically in any given attribute.