This is the future of TextChatService! I’m sure there will be many amazing and useful uses of the new update! Keep up the great work!
I am giving tags based on the rank of the user I chat with, but it seems that those customizations are disabled in all but the GENERAL channel. How can I fix this?
Great change with channel tabs, this’ll be extremely useful for a lot of games.
A comment about the team channel and whispers. When players change teams, another team channel appears but the old one remains. This shouldn’t be the functionality.
Like this:
I’ve tested when a player speaks in the team channel they no longer have access to. Other players cannot see their message, however it appears weirdly on the senders end.
Like this (the second message):
Hopefully this is fixed soon. I’m sure temporary fixes can be made manually from my side but this isn’t how it should function.
There are a lot of bugs. The channels that send messages without the name means that the channel is no longer able to be chatted in, but it still lets you “send” messages.
I have a channel that you cannot send messages in, but it allows you to despite CanSend
being disabled
Shouldn’t that channel be hidden since you cannot chat in it?
There also seems to be a spammed error when swapping teams
I recommend to avoid using it until it is fixed. It feels like it was rushed with the amount of issues I have had with it
If that is the case you can try to find the size of the players screen and maybe change the size of the stroke based on that? I found that using ScreenGui.AbsoluteSize on a ScreenGui instance that has IgnoreGuiInsert is a good way to grab this, then you can see what looks good on your screen, and scale down based on size with that. I do agree though, they should add support for UIStroke if they have done the same with gradients.
I am having this exact issue and I made a bug report about it here: TextChannel's channel tab does not disappear when player's TextSource is removed from a TextChannel
Having a player leave a TextChannel that still exists is causing a lot of weird issues like being able to still see the channel and being able to type ‘ghost’ messages in it, and sometimes being locked out of General and not being able to type at all. There is no way to remove a TextChannel from your tabs unless the TextChannel is deleted for everyone.
Okay but, can we get an event to know when the player opens and closes the chat so we can make our own…?
Im very aware that it’s been a feature but over the years it gets manipulated in scam games and children keep getting dumber and dumber so it really worries me
Personally to fix this, you need to keep track of a table that has all the channels and the players names in it, then remote event and send it to all clients, with a local script to decide whether to destroy the channel itself locally or create a new one and add all the missing text source children.
Currently Dealing with the issue of the layoutordering of the channel tabs, if only there was a layoutorder property on the textchannels…
i miss when you could customise anything with legacy chat cuz you could copy the scripts
I have tried in the past, but it doesn’t seem to work well in the chat because it is part of the coreGui. Might be because it scales differently compared to normal ui I think. Using the method you provided didn’t work too effectively for very large of very small screen sizes.
would be really nice if there was a way to hide individual channels.
also a DisplayName property for text channels would be helpful
Well, I found an issue that definitely needs to be addressed before TextChatService gets forced on
Thank you so much for this update! Channel tabs is going to be extremly useful in my games, and in games of a lot of other developers I know. This is a great update, thank you Roblox!
any way to use tweens on gradients? thought of making animated gradients on a chat tag but the gradients only update whenever chat frame is hovered over / focused
you cant, they are planning on adding it soon next year
Is there a reason why new TextChannels (not team channels) force your chat name to be white? Even if you are on a team your chat is still white. I would expect new TextChannels to keep your current chat name color or team color?
I might just be a bit dumb (kind of learning the API), but is it intentional that the “[Team]” tag does not appear when typing to a team channel using .OnChatWindowAdded
after setting updated properties? I wanted to use gradients for custom chat tags as shown in the example but quickly realized that the team tag does not show up.
Manually appending it to the front of the PrefixText (with the associated team color of the local player w/ rich text) ruins the look as well since the gradient is applied to the whole text label. I’d have to use .OnIncomingMessage
to “fix” this, but then gradients on chat tags would not be possible.
Dang these features are awesome! Especially this prefix and gradient thing, that can save a lot of hours of work!