Attributes - Now Available!

Oh yeah! This is probably my favorite update! Nice update Roblox, can not wait to see more!

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Does this mean ValueBases and or ConfigFolders will become deprecated?

I have a question. I used Value objects when I wanted to mark a particular property of an object temporarily (such as original size, or original colour etc) and doing it in a script wasn’t viable, which might be an archaic solution, but would doing :SetAttribute and :GetAttribute every time be more beneficial or was it not designed for temporary indicators?

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This is so good I’m currently in the process of re-doing everything with values. The best update since FiB! Great job to everyone at ROBLOX who made this happen!

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This is awesome! However, one thing that does annoy me is the fact you have to delete an Attribute and re-add it to change the type. You think we can change the type in the settings instead?

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In my opinion the Attributes part of the properties window doesn’t match the others, if you can make something like this it would improve consistency:

Image

image

Obviously put the attributes in a different category as this image was made months ago here

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Halleujah, no more clutter from Value objects! While I still think there’s potential room for this feature to be extended, this is a big leap forward from where we are now and I’m happy to finally see this rolling out!

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even as a developer I still don’t know what values are. but good for the people who really wanted this update???

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this cut the lines in my script by half, woo!

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AWESOME!

I can’t wait for less clutter in my game! This is amazing!

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Wonderful job so far, that is amazing!

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Uh, neat. I have been excited for this feature for a little bit now, but one thing does stand out to me. It’s the lack of being able to get all instances with a particular attribute.

Now I know that CollectionService is great for storing objects like interactions and then handling them, but I do think an efficient means to get all objects with an attribute would be amazing. I understand this isn’t a service which makes this a unique case, but I feel something could be worked out.

CollectionService
Service:GetTagged(‘Tag’)

AttributeService (?)
Service:HasAttributes(‘Attribute’)

Might be overcomplication and perhaps CollectionService & Attributes should just work hand in hand, but nonetheless I thought it would be helpful to have more diversity. Good feature thought :smiley:

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Really cool and very useful feature!

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If you need this behavior can you not simply use Attributes along with a CollectionService tag? I think Attributes should stay simple, lightweight, and safe. They are used for storing data for a specific instance, and I’d prefer not to worry whether attribute names are globally unique for each use case.

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If attributes had the highest priority when using . then what issue would there be?

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Scripts that expect it to be a child will break. Getters and setters guarantee you are reading from/writing to the correct thing.

Please no. The ability to access children this way was a mistake IMO.

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Absolutely amazing update! I hope developers are proud with this animation update. :smiley:

The issue would be performance. The game would need to check through attributes every time you try to access something. It would also mess up type inferences.

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Oh yeah, I also just noticed there isn’t a CFrame type, is there a reason why?