---
title: "Studio testing modes"
url: /docs/en-us/studio/testing-modes
last_updated: 2026-06-11T23:12:01Z
description: "Explore the built-in Studio testing modes for experiences."
---

# Studio testing modes

Because of the underlying [client-server model](/docs/en-us/projects/client-server.md) of the Roblox Engine, it's important that you test your experience in various modes before [releasing it to the public](/docs/en-us/production/publishing/publish-experiences-and-places.md#make-experience-public). All of the testing options are accessible in the left portion of the mezzanine.

![Testing controls indicated in Studio's mezzanine.](../assets/studio/general/Mezzanine-Testing-Controls.png) ## 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.](../assets/studio/general/Mezzanine-Testing-Mode-Test.png)

| Mode | Shortcut | Description |
| --- | --- | --- |
| **Test** | `F5` | Starts simulating the experience, inserting your avatar at either a `Class.SpawnLocation` or coordinates of around`(0, 100, 0)`. |
| **Test Here** |  | Starts simulating the experience, inserting your avatar in front of the camera's current position. |
| **Run** | `F8` | Starts simulating the experience but does not insert your avatar. The simulation begins at the current camera position and you can navigate around using the Studio camera controls. |

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

![Additional options available during a playtest from Studio's mezzanine.](../assets/studio/general/Mezzanine-Testing-Options.png)

| Action | Shortcut | Description |
| --- | --- | --- |
| **Pause** / **Resume** |  | Lets you [pause/resume physics and animations](#pauseresume). |
| **Stop** | `Shift``F5` | 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](/docs/en-us/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](/docs/en-us/projects/client-server.md#client) simulation and one [server](/docs/en-us/projects/client-server.md#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:

#### Client Mode

_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._

#### Server Mode

_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](/docs/en-us/studio/explorer.md) window hierarchy, certain objects only exist in their expected containers.

![Explorer window showing items that exist on client only](../assets/studio/debugging/Client-Server-Toggle-Explorer-Client.png)_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](../assets/studio/debugging/Client-Server-Toggle-Explorer-Server.png)_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](/docs/en-us/studio/output.md) 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](../assets/studio/general/Output-Window-Client-Server-Labels.png) ### 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.](../assets/studio/general/Mezzanine-Testing-Pause.png)

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](#toggle-clientserver) 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](#toggle-clientserver).

![Step Forward button indicated in Studio's mezzanine.](../assets/studio/general/Mezzanine-Testing-Step-Forward.png)

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.](../assets/studio/general/Mezzanine-Testing-Mode-Server-Clients.png)
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](../assets/studio/general/Mezzanine-Testing-End-Session.png)

## 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](#multi-client-simulation) 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](../assets/studio/general/Party-Simulator.png)

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](#multi-client-simulation) 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](/docs/en-us/projects/collaboration.md) 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.](../assets/studio/general/Mezzanine-Testing-Mode-Team-Test.png)
2. Other collaborators can then join by pressing the **Play** button from the mezzanine in their Studio session.
  > **Info:** 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

The **Device Emulator**, accessible from Studio's **Test** menu, lets you emulate various devices directly in Studio, providing insight into how controls work on mobile devices, consoles, and VR headsets, as well as how [on‑screen UI](/docs/en-us/ui/on-screen-containers.md) elements display on different screen resolutions and aspect ratios.

In emulation mode, you can select devices from the **device selector** dropdown menu above the 3D viewport to emulate less powerful devices and test [streaming‑enabled](/docs/en-us/workspace/streaming.md) experiences where 3D content dynamically loads and unloads based on available memory. You can also adjust the **view size** and change the **orientation** between landscape and portrait modes.

![Emulation options above the 3D viewport](../../assets/studio/general/Editor-Window-Emulation-Options.png) ## Touch simulation

Touch simulation is automatically enabled when a mobile device is selected in the **Device Emulator**. Both single‑touch and two‑touch gestures can be simulated by clicking and dragging with the mouse while playtesting. By default, mouse interactions will simulate single‑touch gestures.

Studio supports the following shortcuts for simulating two-touch gestures. Shortcuts can also be customized via Studio's **Customize Shortcuts** menu.

| Windows | Mac | Action |
| --- | --- | --- |
| `Alt` | `⌥` | When held down while dragging the mouse, simulates pinching and rotating. |
| `Alt``Shift` | `⌥``Shift` | When held down while dragging the mouse, simulates two-touch panning. |

When a two-touch shortcut is active, two circles will appear, indicating where the simulated touches are positioned.

![View of a multitouch gesture in the Device Emulator.](../../assets/studio/general/Touch-Simulation.png) ## Controller simulation

The **Controller Emulator**, accessible from Studio's **Test** menu, lets you accurately emulate gamepad input directly in Studio. The default controller is a generic gamepad, but you can select alternatives from the upper‑left picker menu.

![View of the generic controller in the Controller Emulator.](../../assets/studio/general/Controller-Emulator.png)

While playtesting, you can control the experience with the virtual controller using your mouse.

You can also click **Edit mappings** in the upper‑right corner to view and edit key mappings for the virtual controller, for example `E` to `Enum.KeyCode.ButtonL2|ButtonL2` or `9` to `Enum.KeyCode.ButtonA|ButtonA`. These mappings are saved like other Studio settings (per controller, per user, per computer) and are translated to gamepad events in both the emulator window and the 3D viewport.

## Network simulation

Network simulation, accessible from the **Network** tab of [Studio Settings](/docs/en-us/studio/setup.md#customization) (`Alt``S` on Windows; `⌥``S` on Mac), allows you to simulate real-world network conditions like latency, packet loss, and jitter to [playtest](#playtesting) connections. This is particularly useful for testing games that use [Server Authority](/docs/en-us/projects/server-authority.md) since the prediction and rollback/resimulation mechanisms are sensitive to networking conditions. It is also useful for testing `Class.UnreliableRemoteEvent|UnreliableRemoteEvents` which may be lost or arrive out of order.

Network simulation settings are applied to all playtest connections, including [Test](#playtesting), [Server & Clients](#multi-client-simulation), and [Team Test](#collaborative-testing). Note that for [Team Test](#collaborative-testing), the latency and loss numbers are in **addition** to any latency and packet loss from your computer to Roblox's servers. For example, if your network ping in a team test is normally 20 milliseconds and you configure 50 milliseconds of delay in Studio's settings, you will see a ping of 70 milliseconds.

> **Success:** Network simulation settings can be updated during a test session and the new values will be applied immediately. For best results, make only small changes to latency (+/− 20%) while running a test session, as large increases in latency may trigger congestion control detection that reduces network transmission speeds.
> **Warning:** The legacy **Incoming Replication Lag** setting will continue to add lag to connections at the [replication](/docs/en-us/projects/client-server.md#replication) level, even if network simulation properties are also utilized. For simplicity and consistency, network simulation is recommended for all new use cases.

| Studio Setting | Property | Description |
| --- | --- | --- |
| **Min Inbound Delay** | `Class.NetworkSettings.InboundNetworkMinDelayMs\|InboundNetworkMinDelayMs` | Adds latency to playtest connections in the server‑to‑client direction. |
| **Min Outbound Delay** | `Class.NetworkSettings.OutboundNetworkMinDelayMs\|OutboundNetworkMinDelayMs` | Adds latency to playtest connections in the client‑to‑server direction. |
| **Inbound Jitter** | `Class.NetworkSettings.InboundNetworkJitterMs\|InboundNetworkJitterMs` | Adds jitter to playtest connections in the server‑to‑client direction. |
| **Outbound Jitter** | `Class.NetworkSettings.OutboundNetworkJitterMs\|OutboundNetworkJitterMs` | Adds jitter to playtest connections in the client‑to‑server direction. |
| **Inbound Packet Loss** | `Class.NetworkSettings.InboundNetworkLossPercent\|InboundNetworkLossPercent` | Sets the probability that packets on playtest connections from server to client are dropped. |
| **Outbound Packet Loss** | `Class.NetworkSettings.OutboundNetworkLossPercent\|OutboundNetworkLossPercent` | Sets the probability that packets on playtest connections from client to server are dropped. |

In each of the above settings, the following concepts apply:

- **Inbound** refers to traffic from server to client. **Outbound** is traffic from client to server.
- **Delay** — Network ping is measured as round-trip time. To simulate 20 milliseconds network ping, set both **Min Inbound Delay** and **Min Outbound Delay** to 10 milliseconds.
- **Jitter** — Jitter is added on top of any configured minimum delay. Jitter can cause some traffic, such as `Class.UnreliableRemoteEvent|UnreliableRemoteEvents`, to arrive out of order.
- **Precision** — Per-packet delay sampled from delay and jitter is rounded to 1 millisecond.
- **Packet Loss** — Each packet can be dropped randomly based on the configured probability.

## VR headsets

If you'd like to support virtual reality (VR) headsets for your experience, make sure to test or [emulate](#vr-emulation) 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](#device-emulation) menu to choose either **Meta Quest 2** or **Meta Quest 3**. The [controller emulator](#controller-simulation) automatically selects the appropriate controller for the headset.

![The Controller Emulator with a Quest 3 controller.](../assets/studio/general/Controller-Emulator-VR.png)

![Emulator with a Quest 3 emulation.](../assets/studio/general/Emulator-Viewport-VR.jpg)

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

- For motion tracking emulation, press `Alt``1` (`⌥``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](https://www.khronos.org/openxr/), the open‑source industry standard providing access to VR.

> **Info:** 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.

#### Steam VR

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.

> **Info:** 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.

#### Oculus VR

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. **OPTIONAL** Bring up the **Devices** tab and find your headset to confirm the configuration by checking if the status is green without errors.

> **Info:** 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](https://create.roblox.com/dashboard/creations) 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](#headset-configuration), 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](#playtesting). 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](/docs/en-us/production/localization.md) 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](/docs/en-us/production/localization.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](/docs/en-us/production/localization.md) system. Enabling this helps you identify **unlocalized** text without having to change the emulation language. For example:<ul><li>`Bloxy Cola`  ⟩  `ßℓôж¥ Çôℓá`</li><li>`Dominus Empyreus`  ⟩  `Ðô₥ïñúƨ É₥ƥ¥řèúƨ`</li></ul> |
| **Elongate** | Elongates text strings by a factor defined via the slider. For example:<ul><li>`Bloxy Cola`  ⟩  `Bloooxyy Coolaa` (50% longer)</li><li>`Dominus Empyreus`  ⟩  `Doomiinuus Eempyyreus` (30% longer)</li></ul>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](/docs/en-us/production/localization.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()`. |