Stats
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.
Résumé
Propriétés
- lecture uniquementnon répliquélecture parallèle
A measurement of how many parts are currently in contact with one another.
- lecture uniquementnon répliquélecture parallèle
In a networked game, this describes roughly how many kilobytes of data are being received by the current instance, per second.
- lecture uniquementnon répliquélecture parallèle
In a networked game, this describes roughly how many kilobytes of data are being sent by the current instance, per second.
- lecture uniquementnon répliquélecture parallèle
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.
- lecture uniquementnon répliquélecture parallèle
A measurement of how many Instance are currently in memory.
- lecture uniquementnon répliquélecture parallèle
A measurement of how many physically simulated components are currently moving in the game world.
- lecture uniquementnon répliquélecture parallèle
In a networked game, this describes roughly how many kilobytes of physics data are being received by the current instance, per second.
- lecture uniquementnon répliquélecture parallèle
In a networked game, this describes roughly how many kilobytes of physics data are being sent by the current instance, per second.
- lecture uniquementnon répliquélecture parallèle
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.
- lecture uniquementnon répliquélecture parallèle
A measurement of how many physically simulated components currently exist in the game world.
Méthodes
Returns the number of megabytes that are being consumed in the specified Enum.DeveloperMemoryTag category.
Returns the total amount of memory being consumed by the current game session, in megabytes.
Évènements
Propriétés
ContactsCount
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
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
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
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
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
A measurement of how many physically simulated components are currently moving in the game world.
PhysicsReceiveKbps
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
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
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
A measurement of how many physically simulated components currently exist in the game world.
Méthodes
GetMemoryUsageMbForTag
Returns the number of megabytes that are being consumed in the specified Enum.DeveloperMemoryTag category.