[Client Beta] In-experience Mesh & Image APIs now available in published experiences

awesome stuff!! this came out the day after I finished my fun little gif decoding project :smiley:
it decodes from URLs so im trying to be careful

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:frowning:

I wanted to use the image APIs to pre-make some simple button backgrounds and release them as open-source. With this limitation, I need to handle both using the APIs and a fallback just because of the permission. I really wish it didn’t come to this, because it makes open-source projects and free models nearly pointless. The default is off, so most people will never turn it on.

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The strict permissions regarding what assets can be used really kills off a lot of potential with this feature. I wanted to make a system that would allow users to import their own decals and then directly edit them in-experience, or for me to automatically resize/crop user-imported images if necessary, but that doesn’t seem possible anymore.

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Great Work! :smiley: Thanks For The Update!

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Why is this restricted to having an ID? The reason given was for “safety”, but… what’s stopping me from opening blender (which doesn’t require an ID) and ruining my “safety” there? This feels like a bandaid for something else.

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could you maybe chill a bit down with the “you need a 13+ ID verified account to use the API” thingy, please?

i know this doesn’t affect me, but releasing a super powerful API, and then limiting it to a pretty small number of people (because almost nobody wants to verify for privacy reasons) is a bit harsh. of course, i know that you are trying to add the ID restriction because you want to stay as clear as possible from inappropriate material, but im pretty sure that this won’t really be a big thing when your “no don’t let them kids join games w/out the questionnaire” rule takes place since most of these games will just be unverified games with little to no players. i know that you’re not able to verify these assets in real-time but still, it’s a bit rather silly how some legitimate people are being cut off from this just because they don’t want to share important documents with anyone.

i don’t find it realistic for a hit experience to suddenly just start using these APIs for EVIL and MISCHEVIOUS purposes. to my mind, you should lower the requirements to verifying your phone OR having an ID. pls ok thammk u ok bye :3

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In my opinion, the CommandBar and UserPlugin run contexts should be allowed to bypass this block, theres some cool stuff I want to make with these APIs in the plugin space but cant if 99.9% of games cant even enable the API to begin with.

Plugins supersede what a game can do anyway, and if these instances are unarchivable, there’s no real concern to allowing plugins unrestricted access to these APIs.

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Been following for the past months what is arguably one of the best Roblox updates ever to this day. Glad it’s finally available in published experiences!

Like other developers, I understand the reasoning behind limited permissions to modify assets. But it would be frustrating to re-import and re-organize hundreds of meshes to be able to use the new APIs on them. Some use cases would be assets published in an alt account of the same developer, or by different developers working in the same studio or group.
Perhaps it would be reasonable to enable mesh & image APIs for assets created by all users with experience editing permissions in a single group. Could we have a more flexible update on this soon?

Also,

yay

Thank you all for the hard work behind these updates!

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Is there a way to lock an EditableMesh by exporting it to a MeshPart to get that memory back?
In a game of mine, I plan on featuring them quite often where certain generated meshes will not need to be updated/changed and will remain static versus others that will remain dynamic.

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I don’t care how many features Roblox gates behind ID verification, I’m not doing it.

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Alas, poor Yorick… refusal to give your ID to ROBLOX has locked you yet behind another feature… can we stop this?

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Under Studio Edit mode (not in play solo or testing) you should be able to call these APIs in command bar and through plugin without turning the toggle button on.
If it’s giving you an error, it’s a bug. Please let me know how to reproduce this.

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this is a cool feature cant wait for it to be released how do I join the roblox app beta on Mac and mobile

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Editable Meshes and Editable Images are awesome. Keep it up Roblox!!!

I managed to make this in under a day with a single paper. I was able to do everything other game engines could do on Roblox with nearly no issue. it’s extremely impressive. Running at 240 fps with ~116 million triangles

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Enough to make me not bother using Editable* already.
Under no circumstances I’m doing this. Ever.

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Write a script to create an image and apply a random pixel to it, save it as a plugin, open a game with the APIs off.

local AssetService = game:GetService("AssetService")
local Image = AssetService:CreateEditableImage { Size = Vector2.new(1, 1) }
local pxl = buffer.fromstring("MEOW") -- idk i just needed a four byte string

Image:WritePixelsBuffer(
	Vector2.zero,
	Vector2.one,
	pxl
)

It should emit the error, I should add, this is a team create enabled server if that might be the root of the issue. (it is)

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my passport just expired :smiling_face_with_tear:

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Two of these examples (source code and StringValues) are on-platform and presumably moderated by the developer who inputted the data; am I reading into this wrong? DataStores also seem like a common use-case to save user-generated creations for future-use; is there any reason why these are not considered “best practice”?

I would have been under the assumption that as long as the source of the asset is from a Roblox-moderated source (for example; thumbnails API, or similar); or a developer controlled source (for example; to store user-created images on my external database in-which I have informed the user of the fact and have set up proper security permissions); I would be fine, assuming that I take the steps to moderate violative user-creations on my side of the equation. Am I correct in saying that?


I will commend the team for listing these as “best practices” rather than more rules though, it shows that the team is aware that there are a wide variety of use-cases and are willing to act as “guides” to following the ToS rather than acting as “law-makers” trying to force us into doing so (by cutting-off any possible iffy use-case, with new and unnecessary rules).

I’m still really hoping for the permission restrictions on loading assets to be calmed down quite a bit in the future, though. :sweat_smile:

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Oh man.
The only thing holding me back from ID-Verifying is the one id per account limitation, I wanna verify my alt (group holder) to access features like these, while also verifying my main (this one) to access features like Voice Chat.
Is there any ways to verify two accounts with the same id yet?

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Any ETA on when this will be enabled? I wanted to make some cool stuff using CaptureService.

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