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.
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.
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?
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.
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:
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.
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.
And there’s FFlagImprovedCursors. If you turn it on, it does change something about the cursor when equipping the tool, which isn’t good.
If such a feature gets added, it would also be cool if one can control the order of how items get put into the backpack through StarterPack. The only way is to probably unparent and parent it back. Since the order depends on something like that.
These would be cool to have, so they’re a “ready-to-with” feature. Since the Backpack is a built-in thing.
Hello! I wanted to ask regarding Dynamic Heads if in the future when users buy a dynamic head version of a face if they’ll receive the classic counterpart of that face too, since I know that if you own the classic version you’ll own the dynamic version too but I was wondering if the same could be said vice-versa.
Is having a unique game name a crucial factor in a game’s success on Roblox, given that the algorithm prioritizes unique titles for traffic and visibility?