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Copy file name to clipboardExpand all lines: content/en-us/studio/microprofiler/modes.md
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@@ -22,11 +22,11 @@ Pausing the MicroProfiler with <kbd>Ctrl</kbd><kbd>P</kbd> (<kbd>⌘</kbd><kbd>P
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## Detailed Mode
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In addition to the bar graph from frame mode, detailed mode adds a colorful timeline that shows the different tasks the engine is performing.
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In addition to the bar graph from frame mode, detailed mode adds a colorful timeline that shows labels for each engine process.
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- Labels that appear directly below another label indicate tasks that are performed as part of the higher-level task.
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- Labels that appear directly below another label indicate processes that are performed as part of the higher-level process.
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Rather than the parent process, you typically want to troubleshoot the worst-performing child processes; the sum of all child processes defines the length of the parent process.
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Rather than the parent process, you typically want to troubleshoot the worst-performing child processes; a parent process can't be shorter than the sum of its child processes.
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- Scrolling zooms the timeline in or out. Combined with the millisecond labels at the top of the timeline, you can get a sense of how long a task took in an absolute sense, but also how long it took relative to other tasks.
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## Timers Mode
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**Timers mode** is an alternative way of visualizing the data in the detailed view: as a list of labels with processing times and call counts. Horizontal bar graphs in some columns help you spot the busiest tasks.
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**Timers mode** is an alternative way of visualizing the data in the detailed view: as a list of labels with processing times and call counts. Horizontal bar graphs in some columns help you spot the busiest processes.
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<imgalt="Counters mode with a single graph."src="../../assets/optimization/microprofiler/micro-counter.png"width="800px" />
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- Just like the detailed view, left-click and hold to pan up and down.
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- Left-click in the Graph column to add a small usage graph with minimum and maximum values. Left-click the graph again to expand it.
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- Left-click in the **Graph** column to add a small usage graph with minimum and maximum values. Left-click the graph again to expand it.
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- Right-click a graph to close it.
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- You can't filter this view, but you can left-click on a category (for example, `memory`) to collapse it.
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While counters mode can be useful, the [Developer Console](../../studio/optimization/memory-usage.md) is the recommended way to [identify memory issues](../../performance-optimization/identifying.md#memory). You might also find the [x-ray view](index.md#using-the-web-ui) in the web UI helpful for identifying when problematic memory allocation occurs.
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While counters mode can be useful, the [Developer Console](../../studio/optimization/memory-usage.md) is the recommended way to [identify memory issues](../../performance-optimization/identifying.md#memory). You might also find the [X-ray view](index.md#using-the-web-ui) in the web UI helpful for identifying when problematic memory allocation occurs.
Copy file name to clipboardExpand all lines: content/en-us/tutorials/building/animation/creating-an-animation.md
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**Character animations** include a series of key poses that programmatically flow together to make your characters appear as if they're moving in their environment. While Roblox provides a set of default character animations for every experience, creating custom animations for your characters helps players understand their unique personalities by how they carry themselves and interact with other characters.
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Using the [Walking Character Animations](https://www.roblox.com/games/76570977337311/Walking-Character-Animation)`.rbxl` file as a starting place, this tutorial shows you how to create a walk cycle character animation from start to finish, including guidance on:
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Using the [Walking Character Animations](https://www.roblox.com/games/134383324873456/Walking-Character-Animation)`.rbxl` file as a starting place, this tutorial shows you how to create a walk cycle character animation from start to finish, including guidance on:
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- Adding a pre-built character rig to the 3D space that you can move and rotate into different key poses.
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- Breaking down a reference image to guide your animation decisions and ensure each pose reflects your character's personality.
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**Rigs**, or collections of parts connected by joints like `Class.Bone` or `Class.Motor6D` objects, are necessary to create character animations because they include the internal structure you need to move and rotate body parts into different poses. While you can [create your own rigs](../../../art/modeling/rigging-a-humanoid-model.md) using external 3D modeling tools, Studio provides several pre-built rigs that you can access through the [Rig Builder](../../../studio/rig-builder.md) plugin.
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1. Select, move, and rotate your rig until the animation matches your character's personality.
In order to play your animation in your open experience, as well as store it for reuse in other projects, you must publish the animation to the cloud. This process creates a unique assetID for your animation that you can reference in scripts, which is especially important if you want to replace any of Roblox's default character animations.
Scripts can be used to update default animations and to add new ones. The two examples covered by this tutorial will change the default run animation and will play an animation on command when a player touches an object.
Copy file name to clipboardExpand all lines: content/en-us/tutorials/building/effects/laser-traps-with-beams.md
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You can create your own assets in third-party modeling tools and follow along with your own design. For information on exporting models for use in Studio, see [Exporting Requirements](../../../art/modeling/export-requirements.md).
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