Stats

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Stats is a service that provides real-time performance information about the current running game instance. Its primary purpose is to provide developers with an end point to measure where resources are being consumed, as well as how much memory is being consumed overall.

The service also stores a tree of StatsItem, which can have their values read by plugins.

Resumen

Propiedades

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    A measurement of how many parts are currently in contact with one another.

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    In a networked game, this describes roughly how many kilobytes of data are being received by the current instance, per second.

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    In a networked game, this describes roughly how many kilobytes of data are being sent by the current instance, per second.

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    A measurement of the total amount of time it takes long it takes for Roblox to update all of its Task Scheduler jobs, in milliseconds.

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    A measurement of how many Instance are currently in memory.

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    A measurement of how many physically simulated components are currently moving in the game world.

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    In a networked game, this describes roughly how many kilobytes of physics data are being received by the current instance, per second.

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    In a networked game, this describes roughly how many kilobytes of physics data are being sent by the current instance, per second.

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    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.

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    A measurement of how many physically simulated components currently exist in the game world.

Métodos

Propiedades

ContactsCount

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ContactsCount describes how many parts are currently in contact with each other, such that one of the two parts are being physically simulated, and thus can be recognized by the BasePart:GetTouchingParts() method.

DataReceiveKbps

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In a networked game, DataReceiveKbps describes roughly how many kilobytes of data are being received by the current instance, per second. If from the server's perspective, this represents the total amount of data being received from the clients connected to the server.If from a client's perspective, this represents the total amount of data being received from the server.

DataSendKbps

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In a networked game, DataSendKbps describes roughly how many kilobytes of data are being sent by the current instance, per second. If from the server's perspective, this represents the total amount of data being sent to the clients connected to the server.If from a client's perspective, this represents the total amount of data being sent to the server.

HeartbeatTimeMs

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The HeartbeatTimeMs property is a a measurement of the total amount of time it takes long it takes for Roblox to update all of its Task Scheduler jobs, in milliseconds. If this value is high, then it means one of the tasks are hogging up a lot of resources.

InstanceCount

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InstanceCount is a read-only measurement of how many Instance are currently in memory. This includes the DataModel, its descendants, as well as any object created with Instance.new() which is still present in memory.

MovingPrimitivesCount

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A measurement of how many physically simulated components are currently moving in the game world.

PhysicsReceiveKbps

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PhysicsReceiveKbps is a measurement of roughly how many kilobytes of physics data are being received by the current instance, per second.If from the server's perspective, this represents the total amount of physics data being received from the clients connected to the server.If from a client's perspective, this represents the total amount of physics data being received from the server.

PhysicsSendKbps

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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 to the clients connected to the server.If from a client's perspective, this represents the total amount of physics data being sent to the server.

PhysicsStepTimeMs

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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.

PrimitivesCount

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A measurement of how many physically simulated components currently exist in the game world.

Métodos

GetMemoryUsageMbForTag

Returns the number of megabytes that are being consumed in the specified Enum.DeveloperMemoryTag category.

Parámetros


Devuelve

GetTotalMemoryUsageMb

Returns the total amount of memory being consumed by the current game session, in megabytes.


Devuelve

Eventos