Playtesting
After this page you will know which parts of your game Revix can check by itself, which parts need you to press Play, and how to report what you saw so the next fix actually lands.
Plan: every plan, including Free. Cost: no separate charge - reading the output and running a test happen inside the chat message you already sent. Needs: Roblox Studio open and connected.
The honest headline
Revix cannot press Play. There is no automation that starts your game, walks a character around and reports back. It builds, it reads, it measures, it runs tests - and then it asks you to play.
That is a real limitation. It also shapes a workflow that works well once you know it.
What Revix can check on its own
- The Output window. It reads what your game printed, warned and errored, tagged by severity, up to 500 lines at a time. Crucially this includes output from a playtest you have already run - that is the whole trick behind the loop below.
- Real tests. Ask it to prove something and it writes a test, runs it in Studio, and reports which checks passed and which failed by name. It is not allowed to declare a pass without running something.
test that buying the speed pass deducts 50 coins and can't take you negative- The build itself. It measures real sizes and positions, checks whether two pieces line up, and scans for broken geometry: parts with no size, gaps between things that should touch, large overlaps, unanchored scenery, objects flung to absurd coordinates.
- Its own code, read back. After building a screen it re-reads the script against the objects it created and checks that every object it refers to exists, is spelled identically, and that every button is connected to something.
- Which mode Studio is in. It knows whether you are in edit mode or mid-playtest, and it will tell you that script edits do not take effect until you stop the playtest.
What only you can check
Anything that exists only while the game is running.
- Whether a screen actually appears, and looks right on screen
- Camera, input, movement, jumping, respawning
- Whether a LocalScript runs at all. From edit mode, a LocalScript that fails on its very first line looks identical to one that works
- Anything involving a real player, their character or their screen
Revix knows this and is required to say so. Its closing summary names the parts it could not confirm instead of claiming the whole thing works. When you see that, it is not hedging - it is telling you exactly where to look.
The loop
- Ask for the build or the fix. Revix works, then reports what it built and what it could not confirm. Sometimes it stops and says: ACTION NEEDED - press the Play button in the Studio toolbar to start a playtest, then tell me to continue.
- Press Play in Studio. The Revix window disappears while you play. That is deliberate, not a crash, and your session is held open behind it.
- Do the one specific thing. Walk to the shop, click the button, take the damage - whatever the change was about.
- Press Stop. The Revix window comes back, flashes Connecting..., and returns to Connected, usually within a second or two. Wait for that before you send anything.
- Tell it what happened, in the same chat.
How to report what you saw
The quality of the fix tracks the quality of this message almost exactly. Give it three things: what you did, what you expected, what actually happened.
pressed Play, walked to the shop and clicked Buy.
Expected the coin counter to drop to 50. Nothing happened, and the
output says: Players.Guest.PlayerGui.Shop.LocalScript:34:
attempt to index nil with 'Coins'- Copy the error text exactly, line number included. Revix searches your scripts for that text to find the code responsible, so an approximate quote sends it to the wrong place.
- Say "nothing happened" if nothing happened. That is real information. It usually means something was never connected, rather than a calculation being wrong.
- One symptom per message. Three tangled bugs in one message get one tangled answer.
- A screenshot is optional but allowed. Attach it to the message if the problem is visual. You can attach up to 3 images per message.
What comes back
On a bug report Revix works in a fixed order: find the failure in the output, isolate one symptom, search your scripts for the error text or the function name, name the cause in a sentence before changing anything, then make the smallest fix that addresses it. It is told not to refactor working code on the way past.
Its report tells you the issue, the cause, where it was, what changed, and how it was proved. If the proof is "I read it back" rather than "I ran it", it says so - and that is your cue to press Play again.
Retesting
Stop the playtest before you ask for the fix. Script changes made during a running playtest do not apply to that session, so fixing mid-play and carrying on gives you a confusing result that matches neither version.
Then run exactly the same steps again. Two or three rounds of this on a fiddly system is normal, not a sign that something is wrong.
If Studio disconnects while Revix is working, you get a Plugin Disconnected notice and the run is stopped on purpose, so you are not charged for work that cannot land. Reconnect and send continue.