Quick answer: Roblox experiences run Luau across separate server and client contexts inside a sandboxed platform, so a fault can hit one side without touching the other and you cannot capture everything a native engine would expose. This guide shows how to work within those limits and triage by impact.

A Roblox experience is built in Luau and runs across a server context and many client contexts, all inside Roblox's sandboxed platform. You do not get native crash dumps or full process control, so effective error reporting means capturing Luau errors on both sides and forwarding the context the platform does let you read.

Why Roblox experiences fail differently

Roblox splits your code into server scripts that run on the authoritative game server and client scripts that run on each player's device, and the two fail independently and for different reasons. A server-side Luau error can break the round for everyone in the server, void in-progress objectives, and desync replicated state, while a client-side error might only glitch one player's view or local UI. Your reporting therefore has to distinguish server faults from client faults from the first line, because their blast radius and their fix are completely different.

Because the platform is sandboxed, you cannot install a native crash handler, read a core dump, or attach a debugger the way you would on a dedicated server you own. What you can do is hook the Luau error signals the engine exposes, capture script call stacks and the path of the offending script, and forward structured context out to an external service over HTTP. The craft is working within the platform limits rather than fighting them, capturing exactly the context the engine will hand you and nothing it will not.

Capturing Luau errors on both sides

On the server, connect to the engine error signal so unhandled Luau errors in server scripts are recorded with their script path, line, and message. Wrap risky gameplay routines in protected calls so you can capture the full traceback and keep the round alive instead of letting one error cascade into a server crash that ejects every player. The combination of a global signal for the unexpected and protected calls around known-risky code gives you both broad coverage and detailed context where it matters most.

On the client, do the same with the client-side error signal and protected calls around UI, input, and rendering code that touches per-device state. Tag each report with whether it came from a server script or a client script so triage can immediately tell a shared logic bug, which demands an urgent fix, from a device-specific rendering glitch that affects one player. Recording the player count in the server and the platform of the reporting client turns these tags into a quick filter for who is actually hurt.

Setting it up with Bugnet

Use the Bugnet HTTP ingest endpoint from your server scripts, since Roblox lets server code make outbound web requests while client code cannot. Initialize a small reporting module early in your game loader with your project key and the place version so every error is tied to a published release of the experience, which is essential when you publish updates many times a day and need to know which build broke. Keeping that module tiny and dependency-free keeps it from becoming a failure point of its own.

Forward client errors to the server first, then have the server batch and send them to Bugnet, which keeps your request budget under control and attaches the player identifier consistently across both sides. Bugnet then groups server and client Luau errors under the same release through occurrence grouping, folding duplicate reports into a single counted issue so you can see the full shape of a failure across both contexts. An in-experience report button can feed the same pipeline, letting a player flag a glitch that no traceback would ever capture.

Triaging by player impact

Sort by unique players affected rather than raw error count, because one player exploiting an edge case can spam errors that drown out a real defect breaking every round. Player impact is the metric that maps to how many people leave the experience frustrated.

Use place-version tagging to confirm a fix. When you publish a patch, watch the affected-player count for that Luau signature fall toward zero, and let it reopen automatically if a later publish reintroduces the regression in a server script.

Working within platform limits

Respect the outbound request budget. Batch errors, deduplicate identical signatures within a short window, and rate-limit on the server so a runaway loop does not exhaust your web request quota and blind you exactly when something is going wrong.

Capture what the sandbox allows and accept what it does not. You will not get memory dumps, but Luau tracebacks, the script path, the place version, and player counts are usually enough to reproduce and fix the vast majority of experience-breaking bugs.

Closing the loop with players

Add an in-experience report button so a player can describe a glitch and have it attached to recent captured errors for their session. Player descriptions often explain client-only visual bugs that no server traceback would ever reveal.

Follow up when the fix is published. Because reports tie to a player and a place version, you can recognize affected players and let them know the round-breaking bug is resolved, turning a broken match into a reason to keep playing your experience.

Error reporting for Roblox works best when it spans server and client Luau and respects platform limits, so batch your sends and tag every place version.