# Glitchless vs GameAnalytics for Roblox

> Glitchless (glitchless.gg) and GameAnalytics' Roblox SDK compared for Roblox developers: what each SDK records, frame rate and stutters, server heartbeat, script errors, progression and Robux purchases, retention, player IDs, MCP for coding agents, data retention and pricing, checked against GameAnalytics' Roblox docs and SDK source in November 2026.

Website: https://www.glitchless.gg/glitchless-vs-gameanalytics-roblox.html · The Glitchless team, November 6, 2026 · Checked against GameAnalytics' Roblox docs, pricing and SDK source (3.0.0) on November 6, 2026

GameAnalytics makes an official Roblox SDK. It runs on your server and records progression, design, resource and business events, turning Robux purchases of game passes and developer products into revenue by itself, with retention, funnels, cohorts, A/B tests and remote config. It's free with no cap on players, and it catches script errors from the server and from players' devices.

Its Roblox SDK sends no frame rate or performance data: version 3.0.0 has no health events at all, and on other engines frame rate needs the Pro plan. Errors are capped at 10 an hour for each message, stack traces are kept for a month, and design and progression events for three. Its MCP server is read only, covers revenue, engagement and retention, and costs $149 a month or comes with PipelineIQ.

Glitchless records every player's frames with the likely cause of each stutter, each server's heartbeat, ping, loading time and errors with the events before them, keeps players anonymous, and gives your coding agent all of it on every plan. For a Roblox game built around Robux purchases, GameAnalytics plus Glitchless covers both sides.

## Side by side

| | Glitchless | GameAnalytics |
| --- | --- | --- |
| **On Roblox** | | |
| Roblox | Luau module for players and game servers | Official SDK 3.0, from Wally, Rojo, a model or a Creator Store plugin |
| Where it runs | Players' devices and your servers; devices send through your server | Your server; client errors are forwarded, other client events need a RemoteEvent you write |
| What identifies a player | Nothing: random session IDs, and names and user IDs taken out | The player's Roblox user ID |
| Other engines | Unity, Godot, Unreal, Three.js, GameMaker | Unity, Unreal, Godot, GameMaker, web, Construct, Defold |
| **Performance and errors** | | |
| Frame times from players' devices | Every frame, merged across players | Not in the Roblox SDK |
| Each stutter's likely cause | Assets still loading, bursts of new instances, physics, rendering, scripts | No |
| Game servers' heartbeat and memory | Yes | No |
| Errors and crashes | Client and server script errors, grouped, with the events before them | Client and server script errors with stack traces, up to 10 an hour for each message |
| Ping and loading time for each player | Yes | No |
| **Players** | | |
| Custom events and funnels | Yes | Design events with 3 custom dimensions; progression in 3 tiers |
| Retention (D1, D7, D30) | Not on Roblox: players stay anonymous | Yes |
| Robux purchases of game passes and developer products, sent by themselves | No | Yes |
| A/B tests and remote config | No | Yes |
| Level death heatmaps | With positions turned on | Not listed |
| In-game bug reports with a screenshot | Not in the Roblox module yet | No |
| How long detail is kept | 14 days on Free, 90 on Indie, 400 on Studio | Error stack traces 1 month; design and progression events 3 months; purchases 12, then totals |
| **Agents** | | |
| MCP server for coding agents | 25 tools (22 hosted) | Official hosted server, read only: revenue, engagement and retention; $149 a month or with PipelineIQ |
| Autoplay runs that check a fix | A play test in Studio measures a change; no bots on Roblox | No |
| **Running it** | | |
| Open source | MIT | SDK MIT; the service is closed |
| Self-host | Docker or Node, no other services | No |
| Free hosted tier | 5,000 play sessions a month, 14 days of data | Free, no cap on players |
| Paid hosted plans from | $19 a month | Pro from $49 a month |

## Which one should you choose?

### Choose GameAnalytics if

- Your Roblox game earns from game passes and developer products, and you want revenue, retention and progression KPIs without writing much code.
- You want A/B tests and remote config from the same SDK.
- You need retention counted for each returning player, and you're fine sending their Roblox user ID to do it.
- You need free analytics at very large player counts.

### Choose Glitchless if

- Players say your experience lags and you need to know where, on which devices, and whether it's their device, your server's heartbeat or the connection.
- You want script errors with what the player did before them, not only a count and a stack trace.
- You'd rather send nothing that identifies a player.
- Your coding agent does the fixing: Glitchless's MCP server is on every plan, including Free, and covers performance and errors, not only revenue and retention.
- You want to keep detailed data longer than a month, or run the server yourself.

### Using both

Keep GameAnalytics for Robux revenue, retention, progression KPIs and A/B tests, and add Glitchless for lag, server heartbeat and errors with the events before them. Both run from server Scripts and send in batches, inside the 500 HTTP requests a minute Roblox gives each server.

## Frequently asked questions

### Does GameAnalytics show frame rate in a Roblox game?

No. Its docs list health events such as FPS for its SDKs in general, but the Roblox SDK (3.0.0) sends user, session end, business, resource, progression, design and error events only. On other engines frame rate is on the Pro plan. Glitchless times every frame on every player's device and names the likely cause of each stutter.

### Does GameAnalytics catch errors in a Roblox game?

Yes. It listens to `ScriptContext.Error` on the server and on players' devices and sends the message with its stack trace, up to 10 an hour for each message. Stack traces are kept for a month. Glitchless groups errors into issues with the game events before each one.

### Which works with coding agents?

Both have MCP servers. GameAnalytics' is hosted and read only, with tools for revenue, ad revenue, engagement and retention, for $149 a month or with PipelineIQ. Glitchless's is on every plan, including Free and self-hosted, and covers frame times, servers, errors and the level funnel.

### Can I use both SDKs in one Roblox experience?

Yes. Both run from server Scripts and send in batches, inside the 500 HTTP requests a minute Roblox gives each server.

## Sources

- [GameAnalytics Roblox SDK (docs)](https://docs.gameanalytics.com/event-tracking-and-integrations/sdks-and-collection-api/game-engine-sdks/roblox)
- [GameAnalytics Roblox event tracking (docs)](https://docs.gameanalytics.com/event-tracking-and-integrations/sdks-and-collection-api/game-engine-sdks/roblox/event-tracking)
- [GameAnalytics Roblox SDK features (docs)](https://docs.gameanalytics.com/event-tracking-and-integrations/sdks-and-collection-api/game-engine-sdks/roblox/sdk-features)
- [GameAnalytics Roblox SDK source, 3.0.0 (GitHub)](https://github.com/GameAnalytics/GA-SDK-ROBLOX)
- [GameAnalytics pricing](https://gameanalytics.com/pricing)
- [GameAnalytics data retention (docs)](https://docs.gameanalytics.com/event-tracking-and-integrations/data-retention-and-limits/data-retention-practices)
- [GameAnalytics MCP server (docs)](https://docs.gameanalytics.com/ai-tools/ga-mcp)
- [Roblox: HTTP service](https://create.roblox.com/docs/cloud-services/http-service)
