Unified Lighting Attribute Issue

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:
image

Upon investigating, I printed all attributes present in Lighting during my session and noticed an unexpected internal attribute:
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.

3 Likes

Thanks for the report. We’ll follow up when we have an update for you.

2 Likes

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.

2 Likes

At times we will use attributes in this way to track internal state, and is not a bug. If you do depend on accessing all attributes attached to a certain service, please make sure to filter out any internal attributes prefixed with RBX_.

Could this potentially be added to the documentation of the relevant attribute methods? It’s not widely known.

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