how about free ugc bundle and dynamic head limited update news?, 2025 year is already here
When will we get build-in API for accessing Roblox domains without a proxy?
In this case, I’m just wondering if there’s any more information regarding this. I understand that it’s being looked into currently but doesn’t have a timeline at the moment. I’m mainly just posting this here for the record.
If anyone is wondering, this was already answered here:
(Thank you to Hooksmith for answering this originally, by the way.)
Hi Nick and Greg,
Due to the previous advertising system being removed, clothing creators are struggling with advertising their clothing. Are there any plans to allow Classic Clothing to be advertised?
This is a nice idea. We are not working on Tool at the moment, but this totally makes sense to add as an option. We’ll add it to the backlog (no timeline to share). Seems straightforward, but share any additional color on how you would like to see this implemented for our consideration.
Thank you!
We’ve started issuing badges again for those who meet the qualifying criteria here.
Of note, we’ve paused issuing badges to group contributors as we’ve seen some abuse with group owners selling badges to group members. Badges for group owners will continue to be issued.
That said, if you meet the criteria outside of being a group contributor, you should see badges on your account soon.
Is there any plan to expand further upon group/community features, possibly on the in-game end to allow us to be able to prompt players to join a group while they are in game for a more seamless experience when it comes to community-oriented experiences?
Yes, we’re working on an experience-level tool called Avatar Settings that puts body-scaling controls directly in the hands of our creators. This tool will allow creators to set a minimum and maximum avatar scale to ensure consistent and competitive gameplay. At the platform level, body scaling is set to ensure standardization for avatars entering experiences.
After rolling out Avatar Settings, we will explore easing platform-level restrictions to enable even more user expression.
Q2:
Will there be a way to create gamepasses that are only purchasable in-game? I don’t have access to feature requests right now and cannot ask alot of this stuff.
tbh, these prices would probably go up most of the time if they were dynamic, just like what’s happening with the accessories’ price floor.
When is the new roblox studio UI, stylesheets and etc. going to be released? I’m curious to see about the timeline for these features! https://www.youtube.com/watch?v=ew1xqdWOi8k&list=PLuEQ5BB-Z1PK3EcpypEHHMlc2lknQCJyP&t=742s
Is there any sight toward when the release of an increased light range will be added?
Question about Light Grid
Is there any quarter or month of this year we will expect new light grid to release? what possibilities will this unlock in the future?
moderation on ugc sucks are there any plans to improve on it?
Oi!
Any chance we’ll get to see advanced UI corner? I have been waiting for that feature.
Cheers!
Is there the potential for a skybox update and skies are getting cloudy phase 2/3 in 2025 (referring to this: Dynamic Skies Are Getting Cloudy)? I think that would be awesome.
Are there any plans for masking of any kind?
For example, excluding parts of an image, UI element, or 3D model with another image, UI element, or 3D model. I’d like this specifically for ViewportFrames as well.
The ViewportFrame example might be wanting to create a portal, but you’d want to mask the edges so that the only visible part of the ViewportFrame is within the portal area. Another example might be a custom ViewportFrame reflection with rain puddles, but only showing reflections in the puddle. There’s plenty of use-cases within normal UI as well, which would be great if this worked with CanvasGroup as well.
This question may also be related to the following:
When can we expect an update to UI? I remember seeing a few years about about UI performance improvements. Aside from that, there are still issues such as simple rotation breaking things. We also can’t invert images (which would be done by using negative size values perhaps). Furthermore, it would be great to have to have more UI pre-made UI elements, but especially for mobile. I’d also love if decals could support different sampling methods such as pixel, that way small textures can render as …
Will we ever get the ability to render objects in different layers? For example, being able to render a small planet next to the player’s camera, but render it behind everything else so that it appears way larger than it actually is. Viewports are the closest thing we have to that, but they only layer on top of everything and also render at a lower quality, which isn’t ideal.
Are there any plans to add more post processing effects? The current ones are great and all, but I think they could be better. The main I want to see is cell shading.
Thank you for your time!
Hi!
A question about the Verified Badge, we haven’t had monthly waves since October, and there were reports that the system was being reworked or improved. Is there any news on this matter? Since October, many creators have become eligible for the badge but haven’t received it due to the program’s continuous pause.
I have a question about "Custom Logging - Allowing you to pass error locations through pcalls. (2025)
If we can navigate error lines by passing pcall error locations, could this also work for thread stacks?
One of the inconveniences when scripting in Roblox is that it’s hard to trace where a thread that caused an error was originally created.
For example:
local function createError()
error("Error!")
end
local function createErrorThread()
task.spawn(createError)
end
createErrorThread()
Currently, the output logs look like this:
Script:2: Error! - Script:2
Stack Begin
Script 'Workspace.Script', Line 2 - function createError - Script:2
Stack End"
But ideally, it should include where the thread was created, like this:
Script:2: Error! - Script:2
Stack Begin
Script 'Workspace.Script', Line 2 - function createError - Script:2
Script 'Workspace.Script', Line 6 - function createErrorThread - Script:6
Script 'Workspace.Script', Line 9 - Script:9
Stack End
Right now, if an error occurs inside a thread, the output doesn’t log where that thread was created, making it difficult to debug.
Especially for custom signal modules, it’s hard to trace which line fired the signal with invalid arguments.
I’m not sure how pcall would pass error locations, but I hope this feature can also help track where an errored thread was originally created.