I’ve been trying to figure out how to make the game that I published in Roblox studio and the game that people are going to play are the same, But for some reason each time I join, the game it is a different version, I’ve looked at the game version in the settings and there seems to be no way to put only one version as the version that you can play.
Here is the video showing the issue that I’ve been dealing with (please don’t mind the watermark)
You can also check the game yourself, when you join you should see the loading screen, but most of the time you don’t, but sometimes you do (idk why).
I’ve tried reuploading the game, and even shutting down all servers, nothing has worked.
I’ve been continually updating my game over the past little bit, but no matter what I do, it almost exclusively redirects the user to a bugged version of the game, even if it wasn’t bugged, I still only want the user to be able to play the most recent version of my game.
Here is the game link in case you want to see the issue yourself: Magnet (ALPHA) - Roblox
Try rejoining the game a few times and you will see what I mean.
I’m betting that this is just an issue on how you have your loading system set up, that sometimes it waits for the player and then initiates the sequence, and then other times it starts without the player (merely just an assumption, I’m no advanced coder).
But if you’re positive that all your scripts function properly. Then you should probably just turn this into a Bug Report post.
I’m pretty confident this has something to do with how its published as opposed to the code itself, I’m trying to figure out how to fix the publishing issue. The main reason why I think this is a publishing issue, as opposed to a coding issue, is that there are visual elements that I have in certain versions and not in other versions, if it was just the code acting up, it wouldn’t change the visuals.
Then after doing that, publish once more by overwriting your game, (Alt + Shift + P), for good measurement, then check if your game is still doing that.
If the issue persists, then turn this into a Bug Report.
Just attempted to republish, issue still persists, unfortunately I haven’t been accepted into the bug reports group yet, so I’ll have to live with this bug until this gets resolved, I’ll keep this open in case anyone has any other ideas, thanks anyways.
Also, I feel I should note, for anyone curious, I’ve found I’m not the only one experiencing this issue, so far I’ve only found that this game seems to experience the same issue, I haven’t found any other games that experience this howeverSleepless Nights [ALPHA] - Roblox
If anyone has any ideas as to how to fix this based on this (though limited info) please let me know.
I’ve started experiencing this issue too, and it’s affecting team create as well. The version that I see isn’t even the same version that my entire group sees. Even the output shows errors in their version of the game, but not in mine. It’s just showing them an error I fixed hours ago, and no amount of saving or publishing fixes it.
Also, I don’t really know why Roblox locked the bug reports group (you won’t get approved, I’ve been waiting 5 years), I’m sure there’s got to be a lot of us having this issue, but we just can’t report it because of reasons they don’t state anywhere. I really hate that.
Sorry for not posting this sooner, I can’t guarantee this is how you solve it for other games, but I found out it was a coding issue on my part for me I just added
--Forces game to wait until all local instances have loaded
game:GetService("ContentProvider"):PreloadAsync({game})
at the beginning and the end of my initialization sequence for my local’s for some reason I did not need to do this for the local functions though, I hope this helps.
Also adding a very brief wait before the code (like a fraction of a second brief) also seems to help, but it does not stop the issue from happening on occasion
I have a theory that this issue occurs when you have one really large and complex code with a lot an external prerequisite to load (like workspace, starterpack, starterplayer etc.,) like that heavily rely on other things loading in first, and when these things don’t get loaded in properly, it completely breaks the code.
I don’t entirely know what about being in studio versus playing on Roblox makes these things load in slower and causes bugs, but regardless of how a developer can solve the issue, I really do feel like Roblox need to get this figured out because though in this particular case there is a way to solve this issue, for bigger projects having even the most minor differences between in-game and in studio can be a catastrophic nightmare.