As a Roblox developer, it is currently too hard to gracefully implement spatial voice into an existing game
Right now, the spacial voice UI is super intrusive, because there is currently no way to modify or hide the spatial voice UI. This means that you have to design your UI around spatial voice, a feature that only a small subsection of roblox’s audience can even use.
A simple solution would be to add SpatialVoice
to the CoreGuiType
enum, and let spatial voice be enabled/disabled via:
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.SpatialVoice, false)
Alternatively, it would be nice for there to be configurable properties/interfaces with the VoiceChatService object. This could include things like the distance at which you are able to hear other players (something that’s a major problem in my large-scale game).
If this issue is addressed, it would improve my development experience because users with voice chat enabled will be able to use our game’s photo mode without any intrusiveness
Subtle, but still breaks the immersion of the photo:
Right now, if you have voice chat enabled on your count there is no possible way to stop the intrusive voice chat widget from covering existing game UI. This is terrible for the end user, in addition to game developers themselves. In order for the end user to disable this voice chat UI, they have to go into their account settings, disable voice chat entirely, and re-join the experience.
The photo mode in my game is designed for content creators; voice chat conflicting with the photo mode means that I have to choose between marginalizing the content creators who would want to make voice chat related content, and marginalizing the content creators who make cinematic/story-based content.