Hi, this can be useful for systems where instead of the user having to purchase multiple gamepasses and or products by repeatable hitting confirm you could program an API function to create(or find) a developer product that matches the total making it much more user friendly.
Now personally, I would use a Open Cloud version for my open source purchasing hub that allows users to purchase RBXM files using Robux (No real currency involved) within our cart system to make it so you no longer have to provide a cookie which could pose a security risk.
Are there any plans to increase the rate limit for larger games? We’re hitting 429 (have about 16k CCUS) as we’re not able to transfer datastores we allow players to transfer their data over to the new game but we seem to be hitting the limit quite often, we even purchased another server but still not luck.
The API works great and I’ve been using it to manage some of our DataStores, but there is no workaround on how could we get a key (or keys) with the highest (or lowest) value. ListEntries might sound like a valid workaround (even though very bad) for some people, who don’t store too many entries in their OrderedDataStore, but this isn’t viable for people who store many entries in their stores.
I think you have misunderstood the point of the system I am talking about.
There is large community of technology groups on Roblox that make scripts/products(for Roblox) and sell virtual licenses to these products using Robux(via devproducts in a game), when these products load up in a game the script contacts an external server to ask if the owner of the game has the license to the product.
One of the biggest pains of these “purchasing hubs” is that if you want to purchase multiple products you go through one-by-one and purchase each one, what I am asking for is a open cloud endpoint that allows access to developer products so in these Roblox hubs you can have a cart system to either find or create a developer product to buy bulk items.