API
FluxConfig
One ModuleScript in
ReplicatedStorage controls SDK behavior. The Studio plugin installs it with the same defaults below; copy your changes elsewhere before clicking Update if you customized it.Where to edit
Open ReplicatedStorage.FluxConfig in Studio. Change the values in the table below, then play or publish. You do not pass these options to Init.
Default settings
-- ReplicatedStorage.FluxConfig (ModuleScript)
return {
-- Server: print a summary to Studio Output when log batches are sent (nil = on in Studio only).
studioLogSends = nil,
-- Server: automatically log uncaught errors from server scripts.
captureUncaughtServerErrors = true,
-- Client: automatically log uncaught errors from LocalScripts.
captureUncaughtClientErrors = true,
-- Client: delay in milliseconds before sending buffered logs to the server (50 to 500).
clientFlushMs = 150,
}What each setting does
| Parameter | Type | Required | Description |
|---|---|---|---|
| studioLogSends | boolean? | No | true or false forces batch summaries in Studio Output. nil uses the default: on in Studio, off in live servers. |
| captureUncaughtServerErrors | boolean | No | When true, uncaught server script errors appear in Flux with label Uncaught. Needs FluxServer.Init first. |
| captureUncaughtClientErrors | boolean | No | When true, uncaught client errors are sent to Flux. Needs FluxClientInit (from the plugin) or require(FluxClient) in a LocalScript. |
| clientFlushMs | number | No | How long the client waits before sending a batch (50 to 500 ms). Default 150. |
Init scripts (not in FluxConfig)
FluxServerInit(server Script): your API key andFluxServer.Init. See Init.FluxClientInit(LocalScript in StarterPlayerScripts): runsrequire(FluxClient)once per player so client logging and uncaught capture work without extra code in your game.