Roblox keeps saying the permission checks are in place to “prevent misuse”. They always use this exact wording. I’m really curious, what “misuse” are they worried about?
It’s so frustrating how Roblox waves this game-changing API in my face that I can’t do anything with anymore, and only gives a vague reason of “preventing misuse”, which could really mean anything. These strict permission checks kill off most of my use cases.
This “misuse” they talk about can’t mean inappropriate TOS-violating content, right? Surely the ID verification requirement is enough to discourage that, and besides, it’s not like anything inappropriate that can be made with Editable* objects can’t already be accomplished with basic parts.
Maybe, since Roblox wants to make it so that you can publish meshes and images in-experience through AssetService:PromptCreateAssetAsync(), they want to ensure you can’t just steal someone’s mesh/image by turning it into an Editable* object and re-publishing it like so. That would make sense. I can’t think of any way of preventing that.
If that’s the case, then, since these APIs already require you to manually enable them in Game Settings before you can use them, what about introducing a separate toggle in Game Settings that enables Editable* objects to bypass these permission checks, but also completely disables the publishing of Editable* objects with PromptCreateAssetAsync? I don’t know if this would be the best solution but I’m sure most devs who want to load un-owned assets into an Editable* object really don’t care about users being able to publish them or not.
I used to think these APIs would be the future of Roblox, but I personally just don’t have that much use for them anymore. I really hope Roblox can figure out a solution to this because this is just so disappointing after all the hype from when these APIs were being developed.
(Also, ID verification for an engine API? I’m already verified so I don’t really care, but, really???)
Are there any plans to add a method to editable meshes to change the fixed size property for cases where someone would create a mesh, add geometry, and then make it fixed sized after the fact to reduce memory in the long run? This would be very useful for terrain and foliage creation.
I’ve attempted to make a duplicate editable* (with a fixed size) using assetservice with a content object created from the editable*; however, I encountered a bug I remarked in a previous forum post from the studio beta where content objects do not load into editables or meshes when the content object originates from another editable*.
keep up the good work and updates, love the potential being offered here
This was done to help save memory. Each EditableImage and mesh requires memory, and this change made it usable like regular IDs. Imagine having giant map with similar trees, but each of them consuming like 2500% more memory than needed? Same for other repeated props, like stones.
I’m really curious behind the implementation of this!
Are you using an editable image for the diffuse of the ocean? It looks kind of like a noise texture multiplied by a color. What about the normal maps? Are those purely static? This looks really impressive and I’d love to know more about this! :o
I have a question, I’m loading images from AI Generators like Dall-E (which itself is moderated), and I’m also planning to put it through another moderation model for images would that be fine to use. Not to mention I will also be filtering the prompt for images to make it harder to generate anything innapropriate.