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733
.cursor/rules/roblox/reference/engine/classes/Stats.yaml
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.cursor/rules/roblox/reference/engine/classes/Stats.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Stats
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type: class
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memory_category: Instances
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summary: |
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Performance metrics for a game.
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description: |
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`Class.Stats` is a service that provides real-time performance information
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about the current running game instance. Its primary purpose is to provide an
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end point to measure where resources are being consumed, as well as how much
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memory is being consumed overall.
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The service also stores a tree of `Class.StatsItem` objects which can have
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their values read by plugins.
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code_samples: []
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inherits:
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- Instance
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descendants: []
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tags:
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- NotCreatable
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- Service
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deprecation_message: ''
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properties:
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- name: Stats.ContactsCount
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summary: |
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A measurement of how many parts are currently in contact with one another.
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description: |
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This property describes how many parts are currently in contact with each
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other, such that one of the two parts are being physically simulated, and
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thus can be recognized by the `Class.BasePart:GetTouchingParts()` method.
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code_samples: []
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type: int
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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||||
security:
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read: None
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||||
write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities: []
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- name: Stats.DataReceiveKbps
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summary: |
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In a networked game, this describes roughly how many kilobytes of data are
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being received by the current instance, per second.
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description: |
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In a networked game, this property describes roughly how many kilobytes of
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data are being received by the current instance, per second. If from the
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server's perspective, this represents the total amount of data being
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received from the clients connected to the server. If from a client's
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perspective, this represents the total amount of data being received from
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the server.
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code_samples: []
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type: float
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tags:
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- ReadOnly
|
||||
- NotReplicated
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||||
deprecation_message: ''
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||||
security:
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read: None
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||||
write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities: []
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- name: Stats.DataSendKbps
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summary: |
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In a networked game, this describes roughly how many kilobytes of data are
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being sent by the current instance, per second.
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description: |
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In a networked game, this property describes roughly how many kilobytes of
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data are being sent by the current instance, per second. If from the
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server's perspective, this represents the total amount of data being sent
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to the clients connected to the server. If from a client's perspective,
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this represents the total amount of data being sent to the server.
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code_samples: []
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type: float
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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||||
security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities: []
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- name: Stats.FrameTime
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summary: |
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A measurement of how long it takes for the engine to process all tasks
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required to render a frame.
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description: |
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This property is only available in client scripts and is a measurement of
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how long it took to render the most-recent frame in seconds. Divide `1` by
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this value to calculate an FPS value for the frame time. High frame times
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are indicative of performance problems on the device. Consider using the
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[MicroProfiler](/studio/microprofiler) to troubleshoot.
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code_samples: []
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type: float
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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||||
write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities: []
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- name: Stats.HeartbeatTime
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summary: |
|
||||
A measurement of the total amount of time it takes for the server to
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update its task scheduler jobs in seconds.
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||||
description: |
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This property is a measurement of the total amount of time it takes for
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the server to update its task scheduler jobs in seconds. If this value is
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high, examine
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[server compute](/performance-optimization/identifying#server-compute).
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code_samples: []
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type: float
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||||
tags:
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- ReadOnly
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||||
- NotReplicated
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deprecation_message: ''
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||||
security:
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read: None
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||||
write: None
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||||
thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities: []
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- name: Stats.HeartbeatTimeMs
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summary: |
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A measurement of the total amount of time it takes long it takes for
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Roblox to update all of its task scheduler jobs, in milliseconds.
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description: |
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The `HeartbeatTimeMs` property is a measurement of the total amount of
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time it takes long it takes for Roblox to update all of its task scheduler
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jobs, in milliseconds. If this value is high, then it means one of the
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tasks are hogging up a lot of resources.
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code_samples: []
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type: float
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||||
tags:
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- ReadOnly
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- NotReplicated
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||||
- Deprecated
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deprecation_message: ''
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||||
security:
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read: None
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write: None
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thread_safety: ReadSafe
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||||
category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities: []
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- name: Stats.InstanceCount
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summary: |
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A measurement of how many `Class.Instance` are currently in memory.
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||||
description: |
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`InstanceCount` is a read-only measurement of how many `Class.Instance`
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are currently in memory. This includes the `Class.DataModel`, its
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descendants, as well as any object created with `Datatype.Instance.new()`
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which is still present in memory.
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code_samples: []
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type: int
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||||
tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities: []
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- name: Stats.MemoryTrackingEnabled
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summary: |
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An indication of whether memory tracking is enabled. This is guaranteed to
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be unchanged until the next time the Client is started.
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description: |
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If `MemoryTrackingEnabled` returns `false`, any API that returns
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category-based memory usage such as `Class.Stats:GetMemoryUsageMbForTag()`
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or `Class.Stats:GetMemoryUsageMbAllCategories()` will return `0` and emit
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a warning. Therefore, usage of category-based memory usage API should be
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conditional on `MemoryTrackingEnabled` returning `true`. The value of
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`MemoryTrackingEnabled` will not change from one experience to the next;
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it will only potentially change after restarting the Roblox client
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application.
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code_samples: []
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type: boolean
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||||
tags:
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||||
- ReadOnly
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||||
- NotReplicated
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||||
deprecation_message: ''
|
||||
security:
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||||
read: None
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||||
write: None
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||||
thread_safety: ReadSafe
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||||
category: Data
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||||
serialization:
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||||
can_load: false
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can_save: false
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||||
capabilities: []
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||||
- name: Stats.MovingPrimitivesCount
|
||||
summary: |
|
||||
A measurement of how many physically simulated components are currently
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moving in the game world.
|
||||
description: |
|
||||
A measurement of how many physically simulated components are currently
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moving in the game world.
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||||
code_samples: []
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type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
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||||
read: None
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||||
write: None
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||||
thread_safety: ReadSafe
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||||
category: Data
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serialization:
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||||
can_load: false
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can_save: false
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||||
capabilities: []
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||||
- name: Stats.PhysicsReceiveKbps
|
||||
summary: |
|
||||
In a networked game, this describes roughly how many kilobytes of physics
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||||
data are being received by the current instance, per second.
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||||
description: |
|
||||
PhysicsReceiveKbps is a measurement of roughly how many kilobytes of
|
||||
physics data are being received by the current instance, per second.If
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||||
from the server's perspective, this represents the total amount of physics
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||||
data being received from the clients connected to the server.If from a
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client's perspective, this represents the total amount of physics data
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||||
being received from the server.
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||||
code_samples: []
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||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
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||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
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||||
serialization:
|
||||
can_load: false
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||||
can_save: false
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||||
capabilities: []
|
||||
- name: Stats.PhysicsSendKbps
|
||||
summary: |
|
||||
In a networked game, this describes roughly how many kilobytes of physics
|
||||
data are being sent by the current instance, per second.
|
||||
description: |
|
||||
`PhysicsSendKbps` describes roughly how many kilobytes of physics data are
|
||||
being sent by the current instance, per second. If from the server's
|
||||
perspective, this represents the total amount of physics data being sent
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||||
to the clients connected to the server. If from a client's perspective,
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this represents the total amount of physics data being sent to the server.
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code_samples: []
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type: float
|
||||
tags:
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||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
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||||
read: None
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||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
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||||
serialization:
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||||
can_load: false
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||||
can_save: false
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||||
capabilities: []
|
||||
- name: Stats.PhysicsStepTime
|
||||
summary: |
|
||||
A measurement of how long it takes for the physics engine to update its
|
||||
current state.
|
||||
description: |
|
||||
This property is a measurement of how long it takes for the physics engine
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||||
to update its current state. If this value is high, it means the game
|
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instance is under stress from the physics simulations taking place.
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||||
code_samples: []
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type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
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||||
serialization:
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||||
can_load: false
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can_save: false
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||||
capabilities: []
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||||
- name: Stats.PhysicsStepTimeMs
|
||||
summary: |
|
||||
A measurement of how long it takes for the physics engine to update its
|
||||
current state, in milliseconds. If this value is high, then it means the
|
||||
game instance is under stress from the physics simulations taking place.
|
||||
description: |
|
||||
A measurement of how long it takes for the physics engine to update its
|
||||
current state, in milliseconds. If this value is high, then it means the
|
||||
game instance is under stress from the physics simulations taking place.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.PrimitivesCount
|
||||
summary: |
|
||||
A measurement of how many physically simulated components currently exist
|
||||
in the game world.
|
||||
description: |
|
||||
A measurement of how many physically simulated components currently exist
|
||||
in the game world.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.RenderCPUFrameTime
|
||||
summary: |
|
||||
A measurement of how long it takes for the CPU to process all of its
|
||||
rendering tasks for a frame.
|
||||
description: |
|
||||
This property is a measurement of how long it takes for the CPU to process
|
||||
all of its rendering tasks for a frame.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.RenderGPUFrameTime
|
||||
summary: |
|
||||
A measurement of how long it takes for the GPU to process all of its tasks
|
||||
required to render a frame.
|
||||
description: |
|
||||
This property is a measurement of how long it takes for the GPU to process
|
||||
all of its tasks required to render a frame.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.SceneDrawcallCount
|
||||
summary: |
|
||||
A measurement of the number of draw calls made by the game's current
|
||||
scene.
|
||||
description: |
|
||||
This property is a measurement of the number of draw calls made by the
|
||||
game's current scene. A draw call is a single rendering operation, such as
|
||||
drawing a mesh. A high draw call count could mean a scene is too complex
|
||||
or unoptimized, which can lead to performance issues.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.SceneTriangleCount
|
||||
summary: |
|
||||
A measurement of the number of triangles rendered by the game's current
|
||||
scene.
|
||||
description: |
|
||||
This property is a measurement of the number of triangles rendered by the
|
||||
game's current scene. A count of triangles rendered is useful when trying
|
||||
to estimate the complexity and performance of a scene.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.ShadowsDrawcallCount
|
||||
summary: |
|
||||
A measurement of the number of draw calls being made for shadows by the
|
||||
game's current scene.
|
||||
description: |
|
||||
This property is a measurement of the number of draw calls being made for
|
||||
shadows by the game's current scene. A high count means more shadows are
|
||||
being created by the amount of rendered objects in a scene.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.ShadowsTriangleCount
|
||||
summary: |
|
||||
A measurement of the number of triangles rendered as shadows in the game's
|
||||
current scene.
|
||||
description: |
|
||||
This property is a measurement of the number of triangles rendered as
|
||||
shadows in the game's current scene. A high count means there are a lot of
|
||||
triangles used to cast shadows, which can hinder performance.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.UI2DDrawcallCount
|
||||
summary: |
|
||||
A measurement of the number of 2D draw calls made for UI elements in the
|
||||
game's current scene.
|
||||
description: |
|
||||
This property is a measurement of the number of 2D draw calls made for UI
|
||||
elements in the game's current scene. A high count can mean there are a
|
||||
lot of 2D UI elements being used.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.UI2DTriangleCount
|
||||
summary: |
|
||||
A measurement of the number of triangles that are being rendered for 2D UI
|
||||
elements in the game's current scene.
|
||||
description: |
|
||||
This property is a measurement of the number of triangles that are being
|
||||
rendered for 2D UI elements in the game's current scene. A high count can
|
||||
mean there are many or complex 2D UI elements used, which can contribute
|
||||
to performance loss in regards to rendering.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.UI3DDrawcallCount
|
||||
summary: |
|
||||
A measurement of the number of 3D draw calls made for UI elements in the
|
||||
game's current scene.
|
||||
description: |
|
||||
This property is a measurement of the number of 3D draw calls made for UI
|
||||
elements in the game's current scene. A high count could indicate a high
|
||||
amount of 3D objects being used within UI, potentially hurting
|
||||
performance; however, it is very unlikely you would see a significant
|
||||
count since UI elements are typically 2D.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: Stats.UI3DTriangleCount
|
||||
summary: |
|
||||
A measurement of the number of triangles being rendered for 3D UI elements
|
||||
in the game's current scene.
|
||||
description: |
|
||||
This property is a measurement of the number of triangles being rendered
|
||||
for 3D UI elements in the game's current scene; however, it is very
|
||||
unlikely you would see a significant count since UI elements are typically
|
||||
2D.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
methods:
|
||||
- name: Stats:GetHarmonyQualityLevel
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: int
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- InternalTest
|
||||
- name: Stats:GetMemoryCategoryNames
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- InternalTest
|
||||
- name: Stats:GetMemoryUsageMbAllCategories
|
||||
summary: |
|
||||
Returns the number of megabytes that are being consumed by all available
|
||||
categories, or an empty array if
|
||||
`Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled` is `false`.
|
||||
description: |
|
||||
Returns the number of megabytes that are being consumed by all available
|
||||
categories. If `Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled`
|
||||
is `false`, calling `GetMemoryUsageMbAllCategories()` will return an empty
|
||||
array and emit a warning to the console.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- InternalTest
|
||||
- name: Stats:GetMemoryUsageMbForTag
|
||||
summary: |
|
||||
Returns the number of megabytes that are being consumed in the specified
|
||||
`Enum.DeveloperMemoryTag` category, or `0` if
|
||||
`Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled` is `false`.
|
||||
description: |
|
||||
Returns the number of megabytes that are being consumed in the specified
|
||||
`Enum.DeveloperMemoryTag` category. If
|
||||
`Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled` is `false`,
|
||||
calling `GetMemoryUsageMbForTag()` will return `0` and emit a warning to
|
||||
the console.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: tag
|
||||
type: DeveloperMemoryTag
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: float
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: Stats:GetTotalMemoryUsageMb
|
||||
summary: |
|
||||
Returns the total amount of memory being consumed by the current game
|
||||
session, in megabytes.
|
||||
description: |
|
||||
Returns the total amount of memory being consumed by the current game
|
||||
session, in megabytes.
|
||||
|
||||
This method gets memory usage from the operating system, which may exclude
|
||||
memory that has been paged out to disk. As such, the return value tends to
|
||||
differ significantly from the sum of usage for all
|
||||
`Enum.DeveloperMemoryTag|DeveloperMemoryTags`. The return value should be
|
||||
very similar to memory usage for Roblox in the Windows Task Manager or
|
||||
macOS Activity Monitor.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: float
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: Stats:ResetHarmonyMemoryTarget
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- InternalTest
|
||||
- name: Stats:SetHarmonyMemoryTarget
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: targetMB
|
||||
type: int
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- InternalTest
|
||||
events: []
|
||||
callbacks: []
|
||||
Loading…
Add table
Add a link
Reference in a new issue