playtest_status
Track playtest progress and outcome: completed steps, level-clock log prints, and up to eight evenly spread screenshots; optionally wait up to 45s for the run to finish.
Instructions
Progress or outcome of a playtest_start or scene_import_assets run: completed steps, log prints (t is the level clock in seconds) and the screenshots as images. At most 8 screenshots come as images, spread evenly over the run (imagesShown names their play seconds); screenshotsFrom and screenshotsTo (play seconds) pick a span to take the eight from instead. screenshots lists every one with its file and playSeconds, and playtest_frames shows any span of them side by side in one picture (the way to look at a stretch closely). Filter prints with prefix or graphId. Look at the screenshots yourself; a succeeded run only means the level was played, not that the gameplay is right. When the level reached its result screen before the planned time, levelEndedAt is the play second it was first seen; when the server ended the level for load, serverMessage holds the line it showed and warning explains the usual cause. waitSeconds (up to 45) holds the answer back until the run has ended or that many seconds have passed: call it again while state is still "running", which is four or five calls for a playtest instead of forty.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| runId | Yes | ||
| prefix | No | ||
| graphId | No | ||
| maxPrints | No | ||
| waitSeconds | No | ||
| screenshotsTo | No | ||
| screenshotsFrom | No | ||
| includeScreenshots | No |