Overview
Shipping without playtests is how spawn kills, broken GUIs, and empty shops reach real players. Studio gives you Solo, Start Server, and device emulation — use them on purpose.
Separate a Development place from your public experience when you can. Friends-only drafts are cheap insurance.
Related: Publishing guide · Scripting basics · All guides
Steps
- 1
Play Solo for rapid iteration
Use Play to jump in as one player. Test movement, UI clicks, and basic scripts. Stop playtest often so you do not edit while the simulation is still running and lose track of changes.
- 2
Start Server + players for multiplayer bugs
Use Start Server with 2–3 players to catch race conditions: double purchases, door ownership, and tools that only work for player one. Watch server Output while reproducing the bug.
- 3
Emulate phones before public release
Open the device emulator and check HUD safe areas. Buttons under the Roblox touch controls are a common fail. Fix Scale/Offset before you rewrite gameplay.
- 4
Ship to a private copy first
Publish risky changes to a private twin place or keep the live experience private during big refactors. Only flip public access after a fresh join from a non-owner account.
Tips
- Write a short test checklist: spawn, reset, purchase deny path, leave/rejoin.
- Log player UserIds in failing remotes while debugging, remove noisy logs before launch.
- If a bug only happens “sometimes,” test with higher player counts and lag simulation.
FAQ
- Why do bugs appear only online?
- Network latency, FilteringEnabled assumptions, and real mobile input differ from Solo. Always verify on a live private server.
- Should I use Team Create while testing?
- Team Create is great for collaboration, but coordinate publishes so two people do not overwrite each other’s fixes.
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