v1.2.1
- Fixed in-game profiler errors
- Added
buildrelease.project.json
file
No errors, but pressing Ctrl + F5 doesnât appear to do anything.
Are you testing this in-game? Additionally, where did you parent the localscript? Iâve set up a test place and it seems to be working fine in game.
When running the script a few seconds after the game loads, it works fine. The problem might just be specific to our game.
Congratulations! This is a very cool plugin!
Perhaps you should collaborate with @Eltobb to make it more Eltobb-suitey?
If Elttob could make icons, that would be awesome
But as it stands now Iâm quite content with the UI design, and donât have much reason to change it. The profiler isnât meant to fit the rest of the studio UI suite since itâs meant to visually mimic the microprofilerâs design:
Hey! Is there a way to make it so only certain players can use the in-game profiler?
You should be able to just modify the LocalScript and add a return statement at the top, e.g.
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local AllowedIds = {123456}
if not AllowedIds[LocalPlayer.UserId] then
return
end
-- your code
Running
label not updating to Paused
when selecting a frameRemoteName.profiler
not working properlyRemoteName.profiler
to RemoteFunctionEvent.profiler
for better clarityIs a vector3int16 supposed to show up as 1 byte?
Ah, sorry - no, they shouldnât. I accidentally wrote Vector3Int16 with a capital I
instead of a lowercase i
.
Occasionally I notice that the amount of data received from the Roblox ctrl+f7 profiling tool indicates higher amounts of data received bandwidth than what is being shown on the packet profiler.
And from few tests Iâve made, It seems like the packet profiler is pretty consistent data-wise.
I also discovered that the high data receive (shown by roblox ctrl +f7 tool) in my game is inconsistent (by testing the exact same scenarios and getting different results of data received bandwidth).
Thanks!
(P.S this plugin is awsome!)
Iâve noticed the same issues while measuring packet sizes; due to this, when calculating the packet size of data types I had to:
My observations have been the same as yours, and have led me to the following educated guesses, which may or may not be interlinked:
Thanks, I appreciate the in-depth details; they are really helpful.
Your calculation methodology of the packet size seems reliable to me. (and even more, when compared to the unknown one, on robloxâs end).
So this makes me even more confident about our assumptions.
Thanks!
Great work!!
Does this support measuring Remotes that are created at runtime? The plugin wonât measure my gameâs packets as they donât exist prior to pressing play and just displays an empty window.
Hey,
It doesnât seem like it does at the moment. What you could do is add a BindableEvent called âRemoteFunctionEvent.profilerâ anywhere in ReplicatedStorage, connect to all remotes created at runtime, and send data to the plugin with :Fire(Remote, ⌠arguments)