Skip to main content

Telemetry

Makes a Roblox game report who played, for how long, and on which team, so attendance and playtime stop being typed in by hand.

What it actually does​

The game sends a small message every minute saying "these people were here, for this long, on these teams". That's it.

It does not:

  • read chat
  • track where anyone stands
  • run anything on players' computers
  • affect gameplay in any way

There is no client-side code in it at all, and there never will be. A player who could report their own playtime could report any playtime they liked.

Two parts​

PartWhere it livesWho touches it
The modelInside the Roblox gameWhoever can publish that game
The serviceOn our serverNobody, day to day

If you're here to put it in a game, go to Adding it to a game. You won't write any code. You set two values and publish.

What it's for​

Right now it collects. Later it feeds:

  • Attendance that writes itself. You host the event, the game reports who was there, the record fills itself in. Typing it in becomes the backup, not the normal way.
  • Division scoreboards. Not "this division exists" but "it ran four events and its people played 90 hours".
  • Combat records, once the games report those too.

None of that works until the games are actually reporting, which is why this part comes first.

Honesty​

Two things are built in from the start:

A message sent twice is counted once. A game server can't always tell whether its message arrived, so it's built to send again if unsure. Every batch carries an id; a repeat is recognised and ignored.

Impossible data is kept and flagged, not deleted. A session claiming 40 hours is marked as untrusted and left out of totals, but it stays in the table. A record that quietly vanishes can't be checked, and if the rule that flagged it turns out wrong, the evidence is still there to undo it.