Allow Linked Source in non-published places

As a developer it is difficult to use LinkedSource effectively, as although it should be useful in many of my projects, the fact that the source is stored as an asset connect to the published place makes it near impossible to actually use. When developing not every version of the game is ready to be published, and so is saved and edited locally, and often needs to be published to test places before being published proper. When using LinkedSource you cannot do any of this, the game makes needs to be published to a single place and changing that renders your linked source inaccessible and useless.

Being able to use have a LinkedSource attached to the game file instead of a Roblox asset would vastly increase its usefulness and help speed up any project where a script is used in more than one place.
[Example, touch activated doors in a game I’m working on. Even using modules it is likely that the script itself will need changing at some point, and so requires me to cut and paste the script into every door in the game]

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For your use case in particular, I’d suggest having one instance of the script that iterates through all the doors and attaches event listeners, etc. (using Instance tagging) - it’s what I do with the doors in one of my newer places.

But in general, yeah, I’m surprised this isn’t already in.

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I thought about it, but there there becomes grouping problems as the doors cant all be inside the same model due to the planned chunking system. I’ve put a script in each door that just copies the main script from ServerStorage into the door as the solution, as well as making it copy in sounds so I dont have to change the sounds in each door individually.

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I would treat it like a decal, and make a LinkedSource have an assetID to the website. That way you can use it in any game you make.

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