If game.Chat:CanUserChatAsync(player.UserId)
is called on a player using a console like an Xbox or a Playstation, it returns true even though users on console cannot use the chat features. I use :CanUserChatAsync() a lot in my game in order to hide or change player-created strings for it to be compliant with users who have chatting/messaging turned off.
Expected behavior
I expect game.Chat:CanUserChatAsync(player.UserId)
to return false if the player is playing on a console because players cannot chat on console. I understand that game:GetService("UserInputService").GamepadEnabled
can sometimes detect console, but sometimes people connect gamepads to their desktop computers and aren’t playing from a console, so its not 100% accurate for detecting consoles.