rojo/.cursor/rules/roblox/en-us/studio/testing-modes.md
2026-02-02 14:05:11 -06:00

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Studio testing modes Explore the built-in Studio testing modes for experiences.

import DeviceEmulator from '../includes/studio/device-emulator.md' import ControllerEmulator from '../includes/studio/controller-emulator.md' import PlaytestModes from '../includes/studio/playtest-modes.md'

Because of the underlying client-server model of the Roblox Engine, it's important that you test your experience in various modes before releasing it to the public. All of the testing options are accessible in the left portion of the mezzanine.

Testing controls indicated in Studio's mezzanine.

Playtesting

There are three common options for playtesting an experience. Choose the desired option from the dropdown menu and click the Play button to its right to begin the playtest.

Test option in the testing modes dropdown of Studio's mezzanine.

Once a playtest is running, additional options become available in the mezzanine.

Additional options available during a playtest from Studio's mezzanine.
Action Shortcut Description
**Pause** / **Resume** Lets you [pause/resume physics and animations](#pauseresume).
**Stop** ShiftF5 Stops simulation of the experience and resets all objects and instances to how they were before the playtest.
**Client** / **Server** During playtesting in a "solo" mode (**Test** or **Test Here**), toggles between **Client** mode and **Server** mode. See [toggle client/server](../studio/testing-modes.md#toggle-clientserver) for details.

Toggle client/server

When testing in either Test or Test Here mode, Studio runs two separate simulations — one client simulation and one server simulation — which can provide a more accurate impression of how the experience will execute in production.

While solo playtesting, you can toggle between Client and Server modes by clicking the Client/Server toggle button. When you toggle, the button changes to reflect the current simulation mode.

Client
Server

Depending on the simulation mode, control of your character and the camera changes as follows:

In **Client** mode, the 3D viewport is surrounded by a **blue** border and the simulation uses your character controls and camera setup. This testing mode is a close simulation of the experience running on the Roblox application, without multiple players.
In **Server** mode, the 3D viewport is surrounded by a **green** border and your character is inserted but is not under your control. You can move about the place with a free‑floating camera, select objects, and inspect their properties.

Within the Explorer window hierarchy, certain objects only exist in their expected containers.

Explorer window showing items that exist on client only
In **Client** mode, the expected client-side objects are present in the hierarchy, including those copied over from `Class.StarterPack` to the player's `Class.Backpack` and from `Class.StarterPlayer` into the player's `Class.PlayerScripts`.
Explorer window showing items that exist on server only
In **Server** mode, the expected server-side objects are present in the hierarchy, including scripts in `Class.ServerScriptService` and objects you placed in `Class.ServerStorage`.

In the Output window, messages are labeled blue (client) or green (server), indicating their origin from either the client or server. For messages output from Class.ModuleScript|ModuleScripts, the label color is determined by whether the module was called from a client-side Class.LocalScript or from a server-side Class.Script.

Output window showing green label for server output and blue label for client output

Pause/resume

While solo playtesting, the Pause/Resume button is useful for debugging ephemeral scenes and mechanisms, without disabling rendering.

Pause/Resume button indicated in Studio's mezzanine.

By default, pausing and resuming acts upon both the client and server. If you wish to pause or resume only the client or server:

  1. Set the client/server toggle based on which simulation you want to pause/resume.
  2. Click the small arrow on the Pause/Resume button and select the alternate option of Pause/Resume Client or Pause/Resume Server. Clicking the button will then pause or resume only that side of the simulation.

When the simulation is paused, you can step forward 1/60th of a second (60 Hz) by clicking the Step Forward button. Like the Pause/Resume button to its left, clicking the small arrow lets you select stepping for only the client or server based on the client/server toggle.

Step Forward button indicated in Studio's mezzanine.

Note the following technical details in relation to pause/resume:

  • Although Class.Animation|Animations are not based on physics, these toolbar buttons also pause/resume animations.
  • Pausing or resuming has no effect on running scripts.
  • Only the Class.RunService callbacks Class.RunService.PreAnimation|PreAnimation, Class.RunService.PreSimulation|PreSimulation, Class.RunService.PostSimulation|PostSimulation, and Class.RunService.Stepped|Stepped pause or resume through these toolbar buttons. Other callbacks (Class.RunService.PreRender|PreRender, Class.RunService.Heartbeat|Heartbeat, and Class.RunService.RenderStepped|RenderStepped) continue to fire, maintaining normal functionality of camera scripts, rendered visualizations, and plugins.

Multi-client simulation

The Server & Clients option from the dropdown menu lets you launch multiple sessions of Studio, one acting as the server and each other acting as a client. This testing mode is a valuable tool for comparing how a client "sees" other clients within the experience.

  1. With the Server & Clients option selected in the dropdown menu, choose the number of client sessions to test. Usually 1–2 clients is sufficient, although you can simulate up to eight.

    Server & Clients option in the testing modes dropdown of Studio's mezzanine.
  2. Press the Play button or F7 to begin the client-server simulation.

  3. When you're finished testing, press the End Session button from any of the simulation sessions to close all simulated clients and the simulated server.

    End Session indicated in Studio's mezzanine

Party simulation

The Party Simulator allows you to test and debug experiences that use party-related APIs directly within Studio, without needing to publish and coordinate multiple devices. This tool lets you configure and emulate parties for test players in your Server & Clients play tests.

When play testing, Party Simulator automatically assigns all test players to the configured simulated parties.

Party Emulator displaying simulated parties and various assignment options

If Party Simulator is enabled:

  • Each Class.Player.PartyId property reflects the Party Simulator assignments.
  • Class.SocialService:GetPartyAsync() returns a simulated table of party data.
  • Class.SocialService:GetPlayersByPartyId() returns a list of Class.Player instances assigned to the provided Class.Player.PartyId.

You can adjust the number of local test players at any time using Studio's Server & Clients setting. When the test player count changes, the emulator automatically updates to include or remove players in the configuration.

Collaborative testing

If you're working on an experience with others in collaboration mode, you can test with other collaborators as follows:

  1. Select Team Test in the dropdown menu and press the Play button to open a new Studio session with your character inserted.

    Team Test option in the testing modes dropdown of Studio's mezzanine.
  2. Other collaborators can then join by pressing the Play button from the mezzanine in their Studio session.

    Only one team test session can run at any given time. To close a session and kick out all testers, click the **End Session** button.

Device emulation

Controller emulation

VR headsets

If you'd like to support virtual reality (VR) headsets for your experience, make sure to test or emulate VR in Studio.

VR emulation

VR emulation lets you test VR experiences in Studio without a physical headset. Just like emulating any other device, use the device selector menu to choose either Meta Quest 2 or Meta Quest 3. The controller emulator automatically selects the appropriate controller for the headset.

The Controller Emulator with a Quest 3 controller. Emulator with a Quest 3 emulation.

The combination of a headset and multiple controllers, each with motion tracking, make VR emulation more complex:

  • For motion tracking emulation, press Alt1 (⌥1) to lock the mouse to and unlock the mouse from the viewport.

  • Use Shift← or Shift→ to switch between common combinations of the headset, left controller, and right controller. For example, you might use the Headset option to look around as you walk forward with the left controller button, but then switch to the Right Controller when you need to use motion controls to aim at a target.

Headset configuration

Studio supports testing for all VR headsets that are compatible with OpenXR, the open‑source industry standard providing access to VR.

Currently, testing in VR is only supported on Windows.

To enable Studio testing in VR, you must connect your headset to your PC and configure the OpenXR runtime before launching Studio. If you've already launched Studio, quit and complete the configuration steps first.

If you only have one VR headset, installing the corresponding VR app automatically configures the runtime for you. If you have multiple headsets, you must set up the runtime manually and make sure to only configure the one that you want to use for testing.

The following steps are for the two most common VR apps:

  • SteamVR for headsets such as the HTC Vive and Valve Index.
  • Oculus for headsets such as the Meta Quest and Oculus Rift.
  1. Install and open the SteamVR app on your computer.
  2. Under SteamVR Settings, select the Developer tab. Then select Show Advanced Settings.
  3. Set SteamVR as OpenXR runtime.
  4. Turn the controllers on by pressing the System button until you hear a beeping sound.
    • To turn the controller off, press and hold the System button until you hear the same beeping sound.

If you follow the steps correctly, the status icons on the SteamVR app and the status lights on the hardware should all be green, indicating that the configuration is completed.

When you quit the SteamVR app, the controllers automatically turn off. The controllers also automatically turn off after being idle for a period of time.
  1. Install and open the Oculus app on your computer.
  2. Confirm that your device is connected and the status is ready.
  3. Under Settings / General in the Oculus app, select OpenXR Runtime.
  4. Bring up the Devices tab and find your headset to confirm the configuration by checking if the status is green without errors.
When using Oculus VR, ensure the following: - At minimum, Oculus drivers require an NVIDIA GeForce GTX 1060 graphics card or equivalent. - If you are using a Quest 2 with a link cable, you must enable the link inside the headset.

Roblox Quest app

You can test your experience in the Roblox app on Quest without linking your headset to your computer. Use the following steps to access your experience on your headset in this mode:

  1. In Studio, publish the experience and set the experience to private.
  2. Using your Creator Dashboard or the link in Studio, open the experience page in your web browser.
  3. On the experience page, add the experience to your favorites by clicking the Favorite icon.
  4. Using your headset, open the standalone Roblox app.
  5. Scroll down to the Favorites section in the home page and run your experience.

Studio VR mode

After configuring your headset, you can turn on the Studio VR testing mode through the following steps:

  1. In the File menu, select Studio Settings.
  2. Select Rendering.
  3. Under General settings, turn on Enable VR Mode.

You can now test your experience using your VR headset using any of the available playtest options. During a VR testing session, if your headset cable disconnects or you close the Roblox Studio Beta app on the headset, you'll need to restart Studio to re-run testing.

Player emulation

For detailed emulation of experience localization and content policies, you can test through the Player Emulator, accessible from Studio's Test menu.

With the emulator window open, toggle on Enable Test Profile. Emulation will remain as toggled (enabled or disabled) even if you close the window.

Lower down in the window, commonly used options include:

Option Description
**Locale** Lets you emulate a [localized](../production/localization/index.md) language while playtesting.
**Pseudolocalize** Swaps out characters with similar but slightly different characters so that it's easy to identify which strings are going through the [translation](../production/localization/index.md) system. Enabling this helps you identify **unlocalized** text without having to change the emulation language. For example:
  • `Bloxy Cola`  ⟩  `ßℓôж¥ Çôℓá`
  • `Dominus Empyreus`  ⟩  `Ðô₥ïñúƨ É₥ƥ¥řèúƨ`
**Elongate** Elongates text strings by a factor defined via the slider. For example:
  • `Bloxy Cola`  ⟩  `Bloooxyy Coolaa` (50% longer)
  • `Dominus Empyreus`  ⟩  `Doomiinuus Eempyyreus` (30% longer)
Using elongation helps you identify places where your user interfaces might not be able to handle text that's longer than the default translated text. Note that Spanish is on average 30% longer than English and the equivalent for German is even longer. Also note that this only affects text that goes through the [translation](../production/localization/index.md) system.
**Region** Lets you emulate a player's country/region while playtesting; this selection may impact other toggles and checkboxes in the window as outlined in `Class.PolicyService:GetPolicyInfoForPlayerAsync()|GetPolicyInfoForPlayerAsync()`.