I’d like this to be added, assuming it’s easy to implement.
I was using it to send data through localhost. Once non-accurate play solo is no longer available, i would have to first send the data to roblox serverside. That would be more difficult than simply sending to localhost on client.
I could see this being helpful for plugins to. Once in play solo mode, the same restrictions put on localscripts appear to be applied to plugins, so this would allow them to access httpservice during play solo.
On a side note, plugins also cannot use require(assetid) clientside in play solo, this could also be helpful to enable. Many like to load their plugin code from a module so they can update it on the fly, and this breaks them.
It might help to describe the use case a bit better, because right now your justification for wanting the feature is the fact that you don’t have it, which is obvious and not relevant.
Could you explain why/what you were sending from the client while play solo was active? What makes it that you can’t do this while play solo is not active / on the server in play solo?
It’s a small request, simply for convenience. That’s why i said they should only add the option if it’s trivially easy to implement.
I can just send it to serverside and then to localhost from there, but it adds unnecessary complexity.
I was using it to send image data from my raycast renderer to a program on my computer to display, since roblox cannot handle enough guis to display the image resolution i want.
I decided to make the request since it also had a secondary benefit, allowing plugins to access httpservice in play solo, so no functionality gets broken. Then again, this could be added seperately.
I wrote the renderer in normal localscripts, so i would have to port it to plugins. That probably wouldn’t be to difficult, but i still wouldn’t be able to use it in play solo anymore since plugins follow the same rules as localscripts there.
Edit: I seem to have made a incorrect assumption, plugins do appear to work normally in play solo. In the past i used team test from team create as a accurate play solo, and it had the limitations i speak of. I guess i’ll just port my code to a plugin and it should work normally.