You can do so by going back on the main asset manager window and right clicking the folder
There definitely should be a better way to do it, like right-clicking while inside the place folder. General complaints I have really of the new asset manager is that my workflow is now almost double or triple time slower using this. I’m sure it might get faster once I get used to it but these little things adds up and I hope they can add some needed quality of life enhancements.
It also seems like they did not fix this package issue either, which is a big problem.
As with most posts in this thread, I have now encountered an issue with the Asset Manager that is a regression from the Game Explorer and directly hinders work.
I can’t see my images anymore if I upload them using Bulk Import until I restart Studio. Not to mention every time I open the Images folder, my console is flooded with ContentProvider:PreloadAsync errors.
This really hinders my workflow because my images are not easily identifiable by name, and I’d like to be able to see what they are in order to copy the Asset Id.
This was not a problem with the Game Explorer because I could see a little preview of the image, even if it hadn’t passed moderation yet, which let me tell apart my images before copying the id.
So, it has been said a few times in this thread already but I feel as though I need to mention it as it impacts me and my work directly. In the game explorer I was able to drag and select, shift-click-shift select, and basically work with large amounts of content easily. I am unable to do this currently. I have an import of 80+ meshes that takes considerably longer to ‘import with location’ now because I cant simply select all the newly generated meshes in the asset manager. Please fix this.
I don’t really like it, especially for the alphabet-sorting system. We could choose or switch between alphabet-sorted and date-sorted. When I import a mesh, it takes me more time bringing it in game instead of before, only because of that. Also, maybe a possibility to change the icons ? Or maybe even better, instead of folder icons bringing a sound icon for sounds, mesh icon for meshes, etc.
Perfectible. But as a developer, i’m admirative to any dev. work. Continue that, don’t let it as it is !
This has really been messing with my workflow. I like the idea of alphabetical sorting, but I feel that it is pretty useless. There should be an option where it sorts your assets based on when they were uploaded, so I can find my recently uploaded assets easier. Also when I click “Insert With Location”, it should automatically select all the MeshParts inserted in the workspace (Currently it only selects one). I used to be able to do these things with the game explorer.
Sweet mercy who thought that this was ready to release?
Is anyone that designed this aware just how many unique meshes alone some games can contain, let alone total assets? Dozens; hundreds, if I may make a conservative guess. Add subfolder support; add drag selecting and Windows Explorer style view options (thumbnail, list/details, etc.) Why are the thumbnails spaced so far apart as is? No one is going to care about this amazing alphabetical sort and filter feature if we have to squint to tell the difference between “meshpart blob 1” and “meshpart blob 2”. Doesn’t help that longer names are truncated.
Interface is clunky. There is a slight but very annoying delay when opening the right click menu.
The right click menu itself is not intuitively organized. Why is the top option to delete the asset? Wouldn’t the most common action players perform on assets be to insert them into the workspace?
I suggest a revised right click menu order:
Insert With Location
Copy ID to Clipboard (actually, the ability to copy the ID to your clipboard by selecting the asset and pressing CTRL+C would be sweet
Remove from game
Look, I like what you all have supposedly planned for this, but at the moment it feels like we have all been forced to abandon Game Explorer, which while not perfect was functional, for something that feels like an incomplete demo. I’m not alone in this, listen to the replies here.
For the sake of the sanity of every developer here, I hope additional updates are coming soon.
Asset Manager has negatively impacted our workflow, here’s a sample of the main issues we are encountering.
Increased screen usage. Pixels are important and the increased screen space required to navigate the menu has forced us to constantly hide and unhide the menu during work.
Truncated asset names make it really hard to differentiate between two similarly named assets.
Searching manually for assets feels clunky and slow. Previously I could instantly find my recently uploaded assets by scrolling to the bottom of the list.
The ideal fix for us would be to imitate the old game explorer file structure into this menu:
In the meantime, please let us roll back to the game explorer. It’s slowing down our workflow and making the studio experience particularly abrasive. I’m looking forward to the advanced features this menu will offer, but right now it’s not ready for enforced use in my opinion.
so how do I upload badges now though
the option from the site only allows badges to be added if the game is active
are you telling me I have to enable my game, add the badges, then close the game now?
this doesn’t seem like it was ready for release
Yeah and I thought the new leaderboard had a mixed reception, but the only positive feedback I’ve seen here seems to be from people who didn’t use the Game Explorer in the first place.
Roblox seems pretty stubborn when it comes to changes like this, like the leaderboard changes I mentioned. Questions regarding new features and updates on this platform are answered, but only if they aren’t related to asking if we can even temporarily go back to an earlier version.
The tree overview does make it look like there will be subfolder support, but again, it should have been included upon release.
@rachjumper, not technically. Games have to be public in order to upload the badges. It cannot be archived throughout the game’s status, although you do not have to close the game. The game still needs to be public in order for badges to be filled in.
used to be able to just pop in open in studio and bang bing boom got a badge uploaded, this seems like a step backwards
I don’t want people to see or have access to my game before it’s out, just because I need to upload a bunch of badges