Ok, I see some problem with CreatePlaceAsync, is the simple fact you can’t remove them after they’re created. So I propose a simple function (Simple in terms of usage), that will remove a created place in the universe its being called from.
AssetService:RemovePlaceAsync(Int PlaceId)
It will simply Permanently delete the place, and all of its data. The point is to remove it, not just make it unusable. This could make matchmaking a little less hacky as well.
Limits
Can only remove Created Places with CreatePlaceAsync, And in the same universe.
I don’t see why you would want this. The only person who can see created places is you and the people who look at the person who is playing one at that moment.
Even then, it would clear up space on the roblox servers, make matchmaking a bit less hacky so you don’t need to create more every time. I don’t think we should have to keep them, and we should have a way to remove them.
So for an example, say a building game allows you to create your own custom place, and then the builder no longer wants it, or has to pay for it as an example, then the game developer could remove the place if they need too.
What we need is a way to create servers – not a way to fix a problem that arises because of a hack we have to resort to because we can’t create servers.
Hmm… lets see… create servers? Nah, terrible idea, why would you want that? Just use a messy hack that spams new places all over your game, and write your entire own place management system to deal with updates and players going to areas, oh, and write your own data sending functions too, we were even kind enough to give you datastores, so you should be thankful we made this whole ‘universes’ update easy for you