Menus
New Game, Continue, Settings, Save, Load, Log, Chapter Select, Return, Close, and Open Menu all depend on runtime actions and player save data.
Runtime bugs are expensive when you find them late. The safest beta workflow is to split testing by what each environment can actually prove.
Preview is fast. Play mode is closer to the real game. Published test places are where saves get real.
Use preview to check story flow, dialog timing, variables, conditions, choices, presentation nodes, synthetic text input, and simulated wait states.
Use play mode to check runtime menus, story sessions, text input filtering behavior, player controls, teleporting, sprite activation, world waits, and installed assets.
Use a published test place for save behavior, player rejoin behavior, and persistence across restarts.
Preview pathfinding has a limit of 4096 explored states. If preview cannot find a path to a node in a complicated scene, simplify the route, start from the scene, or preview a closer node.
Menus
New Game, Continue, Settings, Save, Load, Log, Chapter Select, Return, Close, and Open Menu all depend on runtime actions and player save data.
Timers
Waits, no-input dialog, title cards, and choice timeouts should pause while the runtime menu is open.
Text input
The runtime filters submitted text. Studio may warn and use local text if filtering is unavailable.
World nodes
Touch, click, teleport, roaming, and sprite activation all need the installed runtime.
Local Studio runtime saves are memory-only. A published test place is needed when the question involves real persistence.
These are not places to add delay hacks. They are signs to verify the authored fields, installed runtime, and place hierarchy.