Reliability and cost
How the SDK protects gameplay and keeps request volume low.
Reliability
- Gameplay is never blocked. Every SDK call is isolated: a failure warns once and is swallowed.
- Bounded memory. The queue holds 5,000 events and drops the oldest during a long outage. Watch
droppedEventsinstats(). - Retries. Exponential backoff with jitter, honouring
Retry-After, and never more than 4 requests per second per server (Roblox allows 500 per minute).
Batching
Up to 100 events (about 200 KB) go in each request. A full batch sends immediately and a partial one waits for the flush interval. An idle server runs no timers. Each event is about 300 bytes on the wire and takes a few microseconds to record.
Keeping volume down
- Send positions on meaningful events, not per frame.
- Do not sample events you need for exact funnel counts.
- Keep metadata small; it is capped at 8 KiB per event.