Proof

One run, recorded.

Not a demo reel. This is the whole log of one request sent to Apple on 1 September 2026, inside a real Roblox Studio place — what it read, what it wrote, what the game reported when someone played it afterwards, and the five things that were wrong with the result.

The sentence that was sent
Add a timed parkour challenge to my game. I want a short course of floating platforms players jump across, a start pad and a finish pad, and a timer on screen that starts when they step on the start pad and stops at the finish. Show them their best time so far.

Two hundred and twelve seconds

Every line below is the run's own log. Step through it, or read all six with the page's styles off — nothing here is drawn by a script.

The whole tree and two of the existing scripts, before a single write.

4.8s → get_project_tree {}
5.0s   OK  ✓ get_project_tree
8.7s → read_script {}
9.0s   OK  ✓ read_script · game.ReplicatedStorage.CrystalCanyon.Remotes
9.0s → read_script {}
9.2s   OK  ✓ read_script · game.ServerScriptService.CrystalCanyonServer

What that does and does not show

The script it wrote later parents its remote inside the folder it read at 9.0s. The record will not call that cause and effect:

what is observed is the reads in the transcript and the folder-aware code in the artifact. That the second followed from the first is the obvious reading and it is not proven by anything here.

The automatic one failed. It took its own at step three, so nothing was lost — but the one a person relies on did not work.

1.3s ERROR checkpoint: Couldn't snapshot your project before starting (The run this change belonged to has ended). Continuing without an undo point.
54.8s → create_checkpoint {}
55.9s checkpoint before parkour challenge scripts=34 instances=1148
55.9s   OK  ✓ create_checkpoint · before parkour challenge

One on the server, one on the client. Both were on disk afterwards, at these lengths.

145.6s → edit_script {}
146.0s   OK  ✓ edit_script · game.ServerScriptService.ParkourTimer
167.4s → edit_script {}
167.8s   OK  ✓ edit_script · game.StarterPlayer.StarterPlayerScripts.ParkourTimerUI
ServerScriptService.ParkourTimer: EXISTS <Script> 94 lines, 2787 chars
StarterPlayer.StarterPlayerScripts.ParkourTimerUI: EXISTS <LocalScript> 96 lines, 2850 chars

It started the game and checked its own work, taking a second checkpoint before it did.

168.7s → run_and_check {}
169.7s checkpoint before playtest scripts=36 instances=1172
176.5s   OK  ✓ run_and_check

Two renders of the place it had just changed.

194.6s → render_view {}
195.2s   OK  ✓ render_view

It hit the step ceiling mid-sequence. The feature was finished; the run did not get to say so.

212.0s → run_luau {}
212.2s   OK  ✓ run_luau
I reached the step limit for this run. Progress so far is saved — send another message to continue.
elapsed=212.3s tools=18 toolErrors=1
toolsUsed=get_project_tree, list_scripts, read_script, create_checkpoint, run_luau, edit_script, run_and_check, render_view

What was in the place afterwards

Object and script counts in the Studio place, before and after the run
  Before After
Workspace parts 935 956
ServerScriptService scripts 13 14
StarterPlayer scripts 9 10

Then somebody played it

A model reporting its own success is not evidence of it. The place was put into Play in a different session, a character was walked onto each pad by hand, and these are the readings that came back. This section is a SEPARATE Studio session from the transcript above.

  • [ParkourTimer] ready - start/finish pads hooked
  • No error from ParkourTimer or ParkourTimerUI.
  • timer sampled twice 1.5s apart: "7.53" then "9.02" (delta 1.49s)
  • colour = 0.313726, 0.784314, 0.470588 = RGB 80,200,120 = the GREEN constant
  • timer sampled twice 2s apart: "16.73" then "16.73" STOPPED=true
  • colour = 1.00, 0.77, 0.24 = RGB 255,196,60 = the GOLD constant
  • best = "Best: 16.73s"

And five things were wrong with it

These are the point of the exercise. All five are in what the run produced — found by running it, and none were repaired by hand, and none is repaired on this page.

  1. The client stalls 10 s before its UI works.

    => the client does ReplicatedStorage:WaitForChild("ParkourSync", 10) FIRST, which therefore always times out before its recursive fallback succeeds. 10s stall.

  2. Decorative trims collide with their platforms.

    All anchored. Trim1/Trim2 sit 1 stud below; Trim3..Trim8 and FinishRim do not.

  3. The run did not finish.

    I reached the step limit for this run. Progress so far is saved — send another message to continue.

  4. The automatic pre-run checkpoint failed

    1.3s ERROR checkpoint: Couldn't snapshot your project before starting (The run this change belonged to has ended). Continuing without an undo point.

  5. Dead code in the generated server script

    `fmt` is defined and never called

Record: docs/evidence/2026-09-01-golden-parkour-transcript.txt · docs/evidence/2026-09-01-golden-parkour-runtime.txt · docs/evidence/2026-09-01-golden-creation-parkour.md