Roblox has launched five new LogService methods that allow developers to attach context tables to logs for better debugging. This structured logging improves error grouping in analytics and will soon be integrated into the Creator Hub for remote monitoring.
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Thank you roblox once again, this will actually help debug a lot of things
PureBigMadBoatMan: Visibility : The context table is fully viewable and expandable in the F9 dev console and Studio. YAY!!! I have been waiting a while for the ability to print tables without needing to awkwardly print on multiple lines or convert it to json. Also will each log type use distinct col
W Update thanks this will help a lot!
PureBigMadBoatMan: We’ll keep looking for ways to make logging more powerful for you. Please share your thoughts on what other structured data tools would help your workflow! It would be helpful if we could error with a specific traceback! When you error() you’re stuck to the traceback where that ca
Awesome thanks so much you guys! I saw these on the developer docs some time ago and have been waiting for them to be available ever since.
Future Integration : We’ll be bringing game server logs to the Creator Hub soon. Using these APIs ensures your templates and context tables show up there for easier remote debugging. can you please add a similar feature for plugins? right now, i’m using Bugsink to aggregate and manage error reports,
Custom colored output, warn, and error messages, when?
Oh wow, thats a neat upgrade! The context also helps a bunch in pinpointing specific issues. Thanks a bunch for the update!!
PureBigMadBoatMan: Next Steps We’ll keep looking for ways to make logging more powerful for you. Please share your thoughts on what other structured data tools would help your workflow! Thank you for your continued support and feedback. Please let us know if you have any questions below! Custom Colo
Inkthirsty: Also will each log type use distinct colours Yes! Inkthirsty: Will we be able to use custom formatting similar to RichText so we can highlight important details for easier reading? Not currently (nor custom colors, to whoever else asked), sorry - fixed for now.
I think introducing the ability to set a source would be nice, like a direct reference to a file or even line of code. I notice currently it just lists the source as being from “Studio” even though when running within an in-session script. Maybe that might’ve just been an issue with how i’m using it
-- ooo! does this mean tables will be able to show up in the in-game console like they do in the output window when print ed?
200 years of updating logs later. Can we have colors next?
Is this asynchronous or yielding/throttling? Prints can slow loops drastically, but sometimes it’s neccesary to log things in a loop that requires speed, for example an ECS heartbeat system loop. Yes we can make our own helper function that makes a new thread but that will trace back to the helper a
Very nice update! I can finally abandon my own implementation for a built-in one. Though… There should be a category inside of the documentation that specifies which types get serialized and which do not. I kept running into an error Unsupported serialization type which does not state what is causin
Please allow us to include line number and script name in the log so that we can see where it originates from in live games
In the meantime you can do it with: LogService:Info("whatever message", {trace = debug.traceback()}) But I agree it would be nice if it could be included by default!
It would be cool if we could pass a Color3 to output to get a custom output color.

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