Tell at a glance whether your live world is healthy — and what to do when it isn't.
Reading the Server Status Page
Studio → Status is the live health readout for your game server. It answers one question first — is my world healthy right now? — and then gives you the evidence behind that answer.
The page refreshes every 10 seconds while the tab is open (it pauses in a background tab to save on hosting costs), and Refresh forces an immediate check.
The Verdict Banner#
The banner at the top is the whole page in one line.
| Verdict | Meaning | What to do |
|---|---|---|
| ✓ Running smoothly | Ticks are well under budget, nothing has blocked the world recently | Nothing |
| ◐ Under pressure | Working, but using more than half its tick budget, or it froze in the last 15 minutes | Check What's using the tick below; fine for a while, worth watching |
| ⚠ Needs attention | Players are feeling this: over-budget ticks, a fresh freeze, boot errors, or an unreadable database | Read the reasons listed, then the matching panel below |
Under the headline is a plain-language list of every reason the verdict is what it is. If the verdict is good, that list says so and nothing else is needed.
Boot Errors#
If the server hit errors while starting, a red panel appears directly under the verdict listing each failed step. This matters more than it looks: a world can run happily with a boot error and simply be missing content — a zone that never loaded, definitions that never synced.
Fix the underlying cause, then restart the server (publishing also applies a fresh reload).
A boot error named plugins.trusted is not a failure of your content. It means the server found plugin files in its plugins/ folder and did not load them, because trusted file plugins are turned off on that server (or it is a managed server, where they never run). The entry names the files and says what to do. See Plugin SDK → Overview.
What's Using the Tick#
Your world advances in ticks — 20 per second by default, giving each tick a 50 ms budget. This panel shows the average cost of each game system per tick, largest first, with each bar drawn as a share of that budget.
- Bars stay short — healthy. All systems together should sit well under the budget.
- One bar dominates — that system is your bottleneck. The name tells you where to look (
mobAI,combat,broadcast, and so on). - Panel says "Not reported by this server version" — your game server image predates this feature. Roll it to the latest image to see the breakdown.
Freezes & Slow Operations#
This is the panel that explains stutter complaints. It merges two things into one newest-first timeline:
| Entry | What it is |
|---|---|
| World froze for Ns | The entire world stopped advancing for that long — players saw everything stand still |
| A named operation | Something that held the server for a while: a world save, an editor sync, a publish apply, a database scan |
Read them together. A freeze immediately after a named operation usually identifies the cause — that pairing is exactly how a recurring multi-second world freeze was traced to a database integrity scan.
The line underneath reports event-loop delay, which catches pauses no named operation covers (garbage collection, a busy host machine).
Server Build & Database#
Two identity checks worth knowing:
| Field | Why it matters |
|---|---|
| Engine build | Exactly which engine version is running. Compare it after a deploy to confirm your roll actually landed |
| Database | Kind plus a short fingerprint. Catches the nasty split where the editor and the live server are quietly using different databases, so authored changes never reach players |
| Database health | Turns red when the world's data store stops answering — with a note if logins are being refused |
Server Controls#
| Button | Effect |
|---|---|
| Force Save | Writes all player data and world state to the database now |
| Restart | Restarts the server; players are briefly disconnected. Relies on the process manager to bring it back |
| Stop Server | Shuts down (saving first). It will not come back on its own — start it manually |
Each asks for confirmation first. All three are disabled while the server is offline.
Gotchas#
- Offline but the server is running? The error message names the exact server address the Studio tried. On a hosted project that is your managed server, not
localhost. - The tick breakdown and freeze list need a recent server image. Older servers simply omit them and the panels say so.
- Effective tick rate below your tick rate means frames are being skipped to catch up — something is repeatedly blocking the world, and the freeze list will usually name it.