players.PlayerRemoving:Connect(function(plr) local success, errormessage = pcall(function() playerData:SetAsync(plr.UserId.."-rep", plr.leaderstats.Reputation.Value) end) if success then print(plr.Name.. " successfully saved.") else print("There was an error saving "..plr.Name.."'s".." data.") warn(errormessage) end end)
I've been doing some research on data saving and watched some tutorials. This block of code seems to work, but only inGame; not on studio. I made sure to have API services on for studio so that's not the issue. I've seen it run ONCE in studio and never again since. Is it because it's unable to get the data before I exit test mode?
I do plan on having other saving methods, but I'd think having a final last save on leave would be a good idea too if possible.
Why doesn't data save on leave ONLY in studio? Should it be of any concern since it works inGame as intended?
I have seen similar questions asked before.
Typically, I tell people to use the BindToClose() method on game.
game:BindToClose(function() -- go through all players, saving their data local players = game:GetService("Players"):GetPlayers() for _, player in pairs(players) do local success, res = pcall(function() -- Using playerData:SetAsync(userId, data) end) if not success then warn(res) -- Output the error end end end)
This will ensure that before the game server closes, all remaining players have their information saved.
For more information, you can follow this link to the roblox API: https://developer.roblox.com/en-us/api-reference/function/DataModel/BindToClose
As always, if this helped, please accept the answer as it helps me out.
As for why it doesn't work in studio, I am not sure. Why do you want it to work in studio anyway?