A lot of my players are telling me that their controls, which uses UserInputService, do not work at all.
On the contrary, when I tested using normal mouse:KeyDown events, the controls worked for them.
The consensus I found is that these players are using macs. Even I myself have found that using the macs at my school, the userinputservice buttons don’t register at all.
Even more strange, userinputservice works perfectly fine in mac studio test servers but not at all in online mode.
My school’s mac system specs (pretty darn good macs):
Processor: 2.7 GHz Intel Core i5
Memory: 8 GB 1600 MHz DDR3
Graphics: NVIDIA GeForce GT 640M 512 MB
Software: OS X 10.9.2 (13C64)
My school is an independent IB school with around 400~ students. They’ve given us all ipads and bought like 50 of these new Maverick Macs. We have like 20 of these in the library, and another 5 in the computer lab, and scattered throughout the whole building are the rest of them.
Pretty generous IB school
(then you look at tuition at costs of 35k USD a year, which thankfully I got financial aid for)
Back to the point, I firmly believe that this recent roblox update is what caused the userinputservice to break for macs.
Yes, we just unfortunately had to turn that off for macs, and only in online mode.
Unfortunately there was a bug that was causing a lot of crashes on mac with this. It has since been fixed, but won’t be live until next week’s Thurday morning. Sorry about that… but otherwise this service has been live on all platforms for several weeks and should be reliable otherwise.
Hmm I’m curious, how do these planned releases work?
With us game developer, we would probably update our games the moment we have a fix for our bugs and maybe shut down all old servers for it to take effect.
What sort of different things do you guys have to take into consideration when things like these are fixed but not released immediately?
Hmm I’m curious, how do these planned releases work?
With us game developer, we would probably update our games the moment we have a fix for our bugs and maybe shut down all old servers for it to take effect.
What sort of different things do you guys have to take into consideration when things like these are fixed but not released immediately?[/quote]
We do a release almost every wednesday night for the client. This means it takes some time from when I check in code to when it is actually live, at least one week since we only do one release a week (at least for now). We have a way to turn off/on new features on the fly though, so if we release something that breaks a bunch of stuff (like this for example), we can turn it off, fix it, then wait for a release to turn it back on.