If you wish to report a bug, or need help, please let the contribution guidelines guide you to the right place.
Roblox Bug Tracker was an unofficial tracker for issues related to Roblox. It is no longer maintained.
Formerly an unofficial bug tracker for Roblox.
If you wish to report a bug, or need help, please let the contribution guidelines guide you to the right place.
Roblox Bug Tracker was an unofficial tracker for issues related to Roblox. It is no longer maintained.
When the CameraType of a Camera is Fixed, zooming the Camera (by scrolling the mouse wheel, or using I or O keys) causes both the CFrame and Focus of the Camera to shift forward, instead of just the CFrame.
The expected behavior of zooming the Camera is moving the CFrame closer to or farther away from the Focus, without moving the Focus.
In the property panel, when you edit a Content type, a drop down with an option to clear the text is available. However, clicking it does nothing. It is also not possible to delete the text manually; doing so resets the text to its original value.
If there are SpawnLocations anywhere in the game hierarchy, a Player can spawn there.
It makes absolutely no sense being in the Player.
To complement the Shift key slowing down camera movement, have another key speed up movement.
Entering game layout mode (Ctrl+Shift+Alt+B) automatically enters fullscreen mode. Upon leaving game layout mode, the panel layout gets messed up.
A sound emitting from a part with a far position (i.e. 5000,0,0) sounds very buggy.
Having multiple columns makes it more difficult to find objects, because you must search on two dimensions instead of one. A simple, alphabetically sorted, single-column list is much easier to navigate.
In the Object Browser, text in the panel that displays information/summary about a class or member can be edited.
For the website browser, cookies are stored in the registry. It would be neat if they were moved out of the registry to a folder somewhere, such as the temporary files folder, or even Roblox's appdata folder. This would make it easier to manage them.
Key: Byte: Character:
Right Shift: #47 "/"
Left Shift: #48 "0"
Right Ctrl: #49 "1"
Left Ctrl: #50 "2"
Right Alt: #51 "3" (does not fire on down)
Left Alt: #52 "4"
For certain CameraTypes, when the Camera has a CameraSubject, moving and zooming the Camera at the same time causes the CFrame of the Camera to reset to the forward-facing orientation of its CameraSubject.
This occurs with the following CameraTypes:
Handles and ArcHandles are designed to be dragged around by the mouse. But usually, the handle is constrained in some way, so it's usually never directly under the mouse while being dragged. One might expect MouseButton1Up to fire whenever the user unclicks the mouse to stop dragging, regardless of where the mouse and the handle are. But this is not the case; the event only fires when the mouse is hovered over the handle currently being dragged.
The build tools can be selected using the I, O, and P keys. While this makes sense on QWERTY keyboards, as they are right next to one another, it looks completely arbitrary on other layouts, such as DVORAK.
If you have a sloped part or a wedge, a Humanoid can still walk up it even when it's CanCollide property is false.
When an object is added to the character via a listener connected to the Equipped event, the Equipped event fires once again. This causes the maximum re-entrancy depth to be exceeded.
Tool.Equipped:connect(function()
local v = Instance.new("IntValue")
v.Parent = Character
end)
This does not occur after the listener thread yields.
Tool.Equipped:connect(function()
wait()
local v = Instance.new("IntValue")
v.Parent = Character
end)
Converting a UDim or UDim2 to a string does not yield their components:
print(UDim2.new(0,0,0,0))
--> userdata: 1A2B3C4D
Currently, FindPartOnRay errors when it's ray length is greater than or equal to 1000. This is mildly annoying, since the exact maximum length can't easily be specified.
For example, in the text "ABCD", with the cursor placed between A and B, pressing Delete will remove C instead of B.
A button that is under another button whose Active property is true will still fire hover events (MouseEnter/Leave/Moved).
If two buttons on different ScreenGuis overlap, the lower button gets priority. That is, the higher button will still appear above it, but the lower button can still be clicked on the overlapped region.
If the Active property on the lower button is false, then hovering events fire for both buttons, but clicking still doesn't work on the higher button (in the overlapped region).
Running the following code crashes the studio:
Instance.new("ManualSurfaceJointInstance")
The Offset property of DataModelMesh classes does not work. However, it appears to work fine in BevelMesh classes.
Steps:
The expected results should be the following:
However, the actual results are this:
Customization is awesome.
Instead of this:
1|texttexttexttexttext |
2| texttexttexttexttexttexttexttexttexttext|
|wrappedtextwrappedtextwrappedtext |
3|texttexttexttexttext |
Do this:
1|texttexttexttexttext |
2| texttexttexttexttexttexttexttexttexttext|
| wrappedtextwrappedtextwrappedtext |
3|texttexttexttexttext |
When the TextScaled property of a GuiText object (TextLabel, TextButton, TextBox) is active, the TextBounds property still acts as if TextScaled is not active.
Passing a thread or userdata value to a BindableEvent or BindableFunction can either throw a "attempt to call a nil value" error, or crash the game.
This seems to me like a hack that should be done internally.
When you drag a part with the drag tool (or using a Dragger object), the part will not move if the camera is pointing upward. However, if the camera is pointed downward at some point during the drag, then the part will start moving.
The colors of the axis arrows on the grid are X: red, Y: blue, and Z:green. The colors of Y and Z should switched around to match those on the axis widget, which are X:red, Y:green, and Z:blue.
Needs more investigation. Probably has to do with how parts are optimized.
That is, when a ScreenGui is removed, it is "replaced" by the last ScreenGui. Example:
Current order: 1,2,3,4,5,6
Removed #3: 1,2, 4,5,6
Redrawn order: 1,2,6,4,5
Example:
Sound.IsPlaying
doesn't fire the Changed event.Sound:Pause()
stops the sound instead of pausing.Sound.IsPlaying
doesn't update when the sound stops or is stopped.Use the following code as a plugin to test:
PluginManager()
:CreatePlugin()
:CreateToolbar("TEST")
:CreateButton("TEST", "", "")
Every time data in the task scheduler panel updates, the scroll bar is reset to the top, making it difficult to navigate data in the panel.
The width of tabs seems to remain constant no matter what font and font size is chosen with Authoring.EditorFont and Authoring.EditorFontSize. I noticed the tab width does match up correctly if the font is Courier New at size 10, which is the default for the script editor. This suggests that tabs are always displayed in this font, regardless of the font chosen by the user.
When changing the value of a Color3 property with the color picker dialog, the dialog's values are initially set to white (255, 255, 255), instead of the current value of the property.
When focusing on a TextBox and typing, shortcut keys from the studio will still fire. Example: Pressing the P key selects the Resize tool, making it impossible to type a P character in a TextBox.
Whenever the studio updates, properties in the Studio setting object are reset to their default values. Other settings do not seem to be affected.
The Icon property of the PluginMouse and PlayerMouse objects does not change appearance of the mouse cursor. It appears to work only with the Mouse object.
I save often, which results in many "saved file" messages in the output. I think it would make more sense to display the message temporarily on the status bar instead.
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Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
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