Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
Stats
Inherits from: Instance → Object
Stats is a service that provides real-time performance information about the current running game instance. Its primary purpose is to provide an end point to measure where resources are being consumed, as well as how much memory is being consumed overall.
The service also stores a tree of StatsItem objects which can have their values read by plugins.
Inherits from: Instance
Memory category: Instances
Tags: NotCreatable, Service
Properties
| Name | Type / Returns | Description |
|---|---|---|
| Stats.ContactsCount | int | A measurement of how many parts are currently in contact with one another. |
| Stats.DataReceiveKbps | float | In a networked game, this describes roughly how many kilobytes of data are being received by the current instance, per second. |
| Stats.DataSendKbps | float | In a networked game, this describes roughly how many kilobytes of data are being sent by the current instance, per second. |
| Stats.FrameTime | float | A measurement of how long it takes for the engine to process all tasks required to render a frame. |
| Stats.HeartbeatTime | float | A measurement of the total amount of time it takes for the server to update its task scheduler jobs in seconds. |
| Stats.HeartbeatTimeMs | float | A measurement of the total amount of time it takes long it takes for Roblox to update all of its task scheduler jobs, in milliseconds. |
| Stats.InstanceCount | int | A measurement of how many Instance are currently in memory. |
| Stats.MemoryTrackingEnabled | boolean | An indication of whether memory tracking is enabled. This is guaranteed to be unchanged until the next time the Client is started. |
| Stats.MovingPrimitivesCount | int | A measurement of how many physically simulated components are currently moving in the game world. |
| Stats.PhysicsReceiveKbps | float | In a networked game, this describes roughly how many kilobytes of physics data are being received by the current instance, per second. |
| Stats.PhysicsSendKbps | float | In a networked game, this describes roughly how many kilobytes of physics data are being sent by the current instance, per second. |
| Stats.PhysicsStepTime | float | A measurement of how long it takes for the physics engine to update its current state. |
| Stats.PhysicsStepTimeMs | float | A measurement of how long it takes for the physics engine to update its current state, in milliseconds. If this value is high, then it means the game instance is under stress from the physics simulations taking place. |
| Stats.PrimitivesCount | int | A measurement of how many physically simulated components currently exist in the game world. |
| Stats.RenderCPUFrameTime | float | A measurement of how long it takes for the CPU to process all of its rendering tasks for a frame. |
| Stats.RenderGPUFrameTime | float | A measurement of how long it takes for the GPU to process all of its tasks required to render a frame. |
| Stats.SceneDrawcallCount | int | A measurement of the number of draw calls made by the game's current scene. |
| Stats.SceneTriangleCount | int | A measurement of the number of triangles rendered by the game's current scene. |
| Stats.ShadowsDrawcallCount | int | A measurement of the number of draw calls being made for shadows by the game's current scene. |
| Stats.ShadowsTriangleCount | int | A measurement of the number of triangles rendered as shadows in the game's current scene. |
| Stats.UI2DDrawcallCount | int | A measurement of the number of 2D draw calls made for UI elements in the game's current scene. |
| Stats.UI2DTriangleCount | int | A measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. |
| Stats.UI3DDrawcallCount | int | A measurement of the number of 3D draw calls made for UI elements in the game's current scene. |
| Stats.UI3DTriangleCount | int | A measurement of the number of triangles being rendered for 3D UI elements in the game's current scene. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.Archivable | boolean | Determines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published. |
| Instance.archivable | boolean | |
| Instance.Capabilities | SecurityCapabilities | The set of capabilities allowed to be used for scripts inside this container. |
| Instance.IsInSandbox | boolean | Indicates whether the instance is inside a sandboxed container. |
| Instance.Name | string | A non-unique identifier of the Instance. |
| Instance.Parent | Instance | Determines the hierarchical parent of the Instance. |
| Instance.PredictionMode | PredictionMode | Reflects the client-side prediction mode applied to the instance under server-authoritative physics. |
| Instance.RobloxLocked | boolean | A deprecated property that used to protect CoreGui objects. |
| Instance.Sandboxed | boolean | When enabled, the instance can only access abilities in its Capabilities list. |
| Instance.UniqueId | UniqueId | A unique identifier for the instance. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.ClassName | string | A read-only string representing the class this Object belongs to. |
| Object.className | string |
Stats.ContactsCount
This property describes how many parts are currently in contact with each other, such that one of the two parts are being physically simulated, and thus can be recognized by the BasePart:GetTouchingParts() method.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.DataReceiveKbps
In a networked game, this property describes roughly how many kilobytes of data are being received by the current instance, per second. If from the server's perspective, this represents the total amount of data being received from the clients connected to the server. If from a client's perspective, this represents the total amount of data being received from the server.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.DataSendKbps
In a networked game, this property describes roughly how many kilobytes of data are being sent by the current instance, per second. If from the server's perspective, this represents the total amount of data being sent to the clients connected to the server. If from a client's perspective, this represents the total amount of data being sent to the server.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.FrameTime
This property is only available in client scripts and is a measurement of how long it took to render the most-recent frame in seconds. Divide 1 by this value to calculate an FPS value for the frame time. High frame times are indicative of performance problems on the device. Consider using the MicroProfiler to troubleshoot.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.HeartbeatTime
This property is a measurement of the total amount of time it takes for the server to update its task scheduler jobs in seconds. If this value is high, examine server compute.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.HeartbeatTimeMs
Deprecated. Use Stats.HeartbeatTime instead.
The HeartbeatTimeMs property is a measurement of the total amount of time it takes long it takes for Roblox to update all of its task scheduler jobs, in milliseconds. If this value is high, then it means one of the tasks are hogging up a lot of resources.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated","Deprecated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.InstanceCount
InstanceCount is a read-only measurement of how many Instance are currently in memory. This includes the DataModel, its descendants, as well as any object created with Instance.new() which is still present in memory.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.MemoryTrackingEnabled
If MemoryTrackingEnabled returns false, any API that returns category-based memory usage such as Stats:GetMemoryUsageMbForTag() or Stats:GetMemoryUsageMbAllCategories() will return 0 and emit a warning. Therefore, usage of category-based memory usage API should be conditional on MemoryTrackingEnabled returning true. The value of MemoryTrackingEnabled will not change from one experience to the next; it will only potentially change after restarting the Roblox client application.
| Field | Value |
|---|---|
| type | boolean |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.MovingPrimitivesCount
A measurement of how many physically simulated components are currently moving in the game world.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.PhysicsReceiveKbps
PhysicsReceiveKbps is a measurement of roughly how many kilobytes of physics data are being received by the current instance, per second.If from the server's perspective, this represents the total amount of physics data being received from the clients connected to the server.If from a client's perspective, this represents the total amount of physics data being received from the server.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.PhysicsSendKbps
PhysicsSendKbps describes roughly how many kilobytes of physics data are being sent by the current instance, per second. If from the server's perspective, this represents the total amount of physics data being sent to the clients connected to the server. If from a client's perspective, this represents the total amount of physics data being sent to the server.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.PhysicsStepTime
This property is a measurement of how long it takes for the physics engine to update its current state. If this value is high, it means the game instance is under stress from the physics simulations taking place.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.PhysicsStepTimeMs
Deprecated. Use Stats.PhysicsStepTime instead.
A measurement of how long it takes for the physics engine to update its current state, in milliseconds. If this value is high, then it means the game instance is under stress from the physics simulations taking place.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated","Deprecated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.PrimitivesCount
A measurement of how many physically simulated components currently exist in the game world.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.RenderCPUFrameTime
This property is a measurement of how long it takes for the CPU to process all of its rendering tasks for a frame.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.RenderGPUFrameTime
This property is a measurement of how long it takes for the GPU to process all of its tasks required to render a frame.
| Field | Value |
|---|---|
| type | float |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.SceneDrawcallCount
This property is a measurement of the number of draw calls made by the game's current scene. A draw call is a single rendering operation, such as drawing a mesh. A high draw call count could mean a scene is too complex or unoptimized, which can lead to performance issues.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.SceneTriangleCount
This property is a measurement of the number of triangles rendered by the game's current scene. A count of triangles rendered is useful when trying to estimate the complexity and performance of a scene.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.ShadowsDrawcallCount
This property is a measurement of the number of draw calls being made for shadows by the game's current scene. A high count means more shadows are being created by the amount of rendered objects in a scene.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.ShadowsTriangleCount
This property is a measurement of the number of triangles rendered as shadows in the game's current scene. A high count means there are a lot of triangles used to cast shadows, which can hinder performance.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.UI2DDrawcallCount
This property is a measurement of the number of 2D draw calls made for UI elements in the game's current scene. A high count can mean there are a lot of 2D UI elements being used.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.UI2DTriangleCount
This property is a measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. A high count can mean there are many or complex 2D UI elements used, which can contribute to performance loss in regards to rendering.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.UI3DDrawcallCount
This property is a measurement of the number of 3D draw calls made for UI elements in the game's current scene. A high count could indicate a high amount of 3D objects being used within UI, potentially hurting performance; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Stats.UI3DTriangleCount
This property is a measurement of the number of triangles being rendered for 3D UI elements in the game's current scene; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
| Field | Value |
|---|---|
| type | int |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
Methods
| Name | Type / Returns | Description |
|---|---|---|
| Stats:GetHarmonyQualityLevel | int | Internal-only. Returns the engine's current dynamic-quality level as a score normalized from 0 to 100. |
| Stats:GetMemoryCategoryNames | Array | Internal-only. Returns an array of the names of every developer memory category the engine tracks. |
| Stats:GetMemoryUsageMbAllCategories | Array | Returns the number of megabytes that are being consumed by all available categories, or an empty array if MemoryTrackingEnabled is false. |
| Stats:GetMemoryUsageMbForTag | float | Returns the number of megabytes that are being consumed in the specified DeveloperMemoryTag category, or 0 if MemoryTrackingEnabled is false. |
| Stats:GetTotalMemoryUsageMb | float | Returns the total amount of memory being consumed by the current game session, in megabytes. |
| Stats:ResetHarmonyMemoryTarget | () | Internal-only. Restores the performance-control system's memory budget to the values in effect before Stats:SetHarmonyMemoryTarget() was called. |
| Stats:SetHarmonyMemoryTarget | () | Internal-only. Overrides the performance-control system's memory budget with a target value, in megabytes, for testing. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance:AddTag | () | Applies a tag to the instance. |
| Instance:children | Instances | Returns an array of the object's children. |
| Instance:ClearAllChildren | () | This method destroys all of an instance's children. |
| Instance:Clone | Instance | Create a copy of an instance and all its descendants, ignoring instances that are not Archivable. |
| Instance:clone | Instance | |
| Instance:Destroy | () | Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children. |
| Instance:destroy | () | |
| Instance:FindFirstAncestor | Instance? | Returns the first ancestor of the Instance whose Instance.Name is equal to the given name. |
| Instance:FindFirstAncestorOfClass | Instance? | Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className. |
| Instance:FindFirstAncestorWhichIsA | Instance? | Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstChild | Instance? | Returns the first child of the Instance found with the given name. |
| Instance:findFirstChild | Instance | |
| Instance:FindFirstChildOfClass | Instance? | Returns the first child of the Instance whose ClassName is equal to the given class name. |
| Instance:FindFirstChildWhichIsA | Instance? | Returns the first child of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstDescendant | Instance? | Returns the first descendant found with the given Instance.Name. |
| Instance:GetActor | Actor? | Returns the Actor associated with the Instance, if any. |
| Instance:GetAttribute | Variant | Returns the value which has been assigned to the given attribute name. |
| Instance:GetAttributeChangedSignal | RBXScriptSignal | Returns an event that fires when the given attribute changes. |
| Instance:GetAttributes | Dictionary | Returns a dictionary of the instance's attributes. |
| Instance:GetChildren | Instances | Returns an array containing all of the instance's children. |
| Instance:getChildren | Instances | |
| Instance:GetDebugId | string | Returns a coded string of the debug ID used internally by Roblox. |
| Instance:GetDescendants | Instances | Returns an array containing all of the descendants of the instance. |
| Instance:GetFullName | string | Returns a string describing the instance's ancestry. |
| Instance:GetStyled | Variant | Returns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified. |
| Instance:GetStyledPropertyChangedSignal | RBXScriptSignal | Returns an event that fires when the given style property changes on the instance. |
| Instance:GetTags | Array | Gets an array of all tags applied to the instance. |
| Instance:HasTag | boolean | Check whether the instance has a given tag. |
| Instance:IsAncestorOf | boolean | Returns true if an Instance is an ancestor of the given descendant. |
| Instance:IsDescendantOf | boolean | Returns true if an Instance is a descendant of the given ancestor. |
| Instance:isDescendantOf | boolean | |
| Instance:IsPropertyModified | boolean | Returns true if the value stored in the specified property is not equal to the code-instantiated default. |
| Instance:QueryDescendants | Instances | Returns an array containing all descendants of the instance that match the selector string. |
| Instance:Remove | () | Sets the object's Parent to nil, and does the same for all its descendants. |
| Instance:remove | () | |
| Instance:RemoveTag | () | Removes a tag from the instance. |
| Instance:ResetPropertyToDefault | () | Resets a property to its default value. |
| Instance:SetAttribute | () | Sets the attribute with the given name to the given value. |
| Instance:WaitForChild | Instance | Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object:GetPropertyChangedSignal | RBXScriptSignal | Get an event that fires when a given property of the object changes. |
| Object:IsA | boolean | Returns true if an object's class matches or inherits from a given class. |
| Object:isA | boolean |
Stats:GetHarmonyQualityLevel
Requires the InternalTest security capability; not callable from ordinary scripts. Returns the current quality level selected by the engine's dynamic performance-control system, expressed as a score normalized between 0 (the lowest-quality configuration) and 100 (the highest). The score reflects how the system is currently balancing visual quality against resource usage such as memory and frame time.
Returns
| Type | Description |
|---|---|
| int | The current dynamic-quality level, normalized from 0 (lowest quality) to 100 (highest quality). |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["InternalTest"] |
Stats:GetMemoryCategoryNames
Requires the InternalTest security capability; not callable from ordinary scripts. Returns an array of strings containing the name of every memory category the engine tracks, in category-index order. The entries correspond one-to-one with the measurements returned by Stats:GetMemoryUsageMbAllCategories(), so the two arrays can be read together to label each per-category memory value.
Returns
| Type | Description |
|---|---|
| Array | An array of strings, one per tracked memory category, ordered to match the values returned by Stats:GetMemoryUsageMbAllCategories(). |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["InternalTest"] |
Stats:GetMemoryUsageMbAllCategories
Returns the number of megabytes that are being consumed by all available categories. If MemoryTrackingEnabled is false, calling GetMemoryUsageMbAllCategories() will return an empty array and emit a warning to the console.
Returns
| Type | Description |
|---|---|
| Array | An array of numbers in which each entry is the memory, in megabytes, consumed by one memory category, ordered to match the categories returned by Stats:GetMemoryCategoryNames(). Returns an empty array if MemoryTrackingEnabled is false. |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["InternalTest"] |
Stats:GetMemoryUsageMbForTag
Returns the number of megabytes that are being consumed in the specified DeveloperMemoryTag category. If MemoryTrackingEnabled is false, calling GetMemoryUsageMbForTag() will return 0 and emit a warning to the console.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| tag | DeveloperMemoryTag | The DeveloperMemoryTag memory category to measure. |
Returns
| Type | Description |
|---|---|
| float | The memory, in megabytes, consumed by the given DeveloperMemoryTag category, or 0 if MemoryTrackingEnabled is false. |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
Stats:GetTotalMemoryUsageMb
Returns the total amount of memory being consumed by the current game session, in megabytes.
This method gets memory usage from the operating system, which may exclude memory that has been paged out to disk. As such, the return value tends to differ significantly from the sum of usage for all DeveloperMemoryTags. The return value should be very similar to memory usage for Roblox in the Windows Task Manager or macOS Activity Monitor.
Returns
| Type | Description |
|---|---|
| float | The total memory, in megabytes, used by the current game session, as reported by the operating system. |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
Stats:ResetHarmonyMemoryTarget
Requires the InternalTest security capability; not callable from ordinary scripts. Reverts the artificial memory budget applied by Stats:SetHarmonyMemoryTarget(), restoring the memory-override enable state and limit that were captured before the first call to SetHarmonyMemoryTarget(). After this call, the performance-control system resumes using the device's real available memory when making dynamic-quality decisions.
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["InternalTest"] |
Stats:SetHarmonyMemoryTarget
Requires the InternalTest security capability; not callable from ordinary scripts. Forces the engine's dynamic performance-control system to operate against an artificial memory budget of targetMB megabytes instead of the device's real available memory, making it behave as though only that much memory is available. This lets you test how dynamic quality and memory reclamation respond under a chosen level of memory pressure. The first call records the pre-override settings so that a later call to Stats:ResetHarmonyMemoryTarget() can restore them.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| targetMB | int | The memory budget to impose on the performance-control system, in megabytes. |
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["InternalTest"] |
Events
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.AncestryChanged | Fires when the Instance.Parent property of this object or one of its ancestors is changed. | |
| Instance.AttributeChanged | Fires whenever an attribute is changed on the Instance. | |
| Instance.ChildAdded | Fires after an object is parented to this Instance. | |
| Instance.childAdded | ||
| Instance.ChildRemoved | Fires after a child is removed from this Instance. | |
| Instance.DescendantAdded | Fires after a descendant is added to the Instance. | |
| Instance.DescendantRemoving | Fires immediately before a descendant of the Instance is removed. | |
| Instance.Destroying | Fires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy(). | |
| Instance.StyledPropertiesChanged | Fires whenever any style property is changed on the instance, including when a property is set to nil. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.Changed | Fires immediately after a property of the object changes, with some limitations. |