Thank you for this question. mTLS support for HTTP Service is still something we are interested in, and are continuing to explore for our future roadmap. Please share any specific use cases you may have for such a feature.
Thanks for the question. Could you share what type of control you’re looking for? One idea we’ve discussed internally that would provide extreme control is physics scripts, where you could create scripts that run at much higher frame rates to implement your own custom physics. However, we don’t have this on the roadmap, so any more info on your preferred use case would be helpful!
Great question! Attributes were our first big move towards ‘custom objects’, but we know there’s stuff still missing like custom events, class names etc.
Unfortunately - this isn’t something we’re currently prioritizing, but we’d love it if you could share your use cases with us so we can learn a bit more.
Unified lighting was the first step in our plans for lighting — with this release, we’re aiming to improve scalability and lay the foundation for future improvements. After this, we will address some long-standing requests like expanded light ranges. Our improved mid-range lighting model, which we previewed at RDC23, will provide improvements to shadow quality for most users, but this is on-hold right now and we don’t have a timeline to share on release.
We want avatar heads on our platform to be dynamic and expressive while respecting the broad range of aesthetics that our community loves.
To do this, we’re exploring ways to create dynamic heads from classic faces in a way that retains a face’s original look and feel. We are also exploring letting users choose if they want their faces to be dynamic or static.
Ultimately, we want to do all of this in a way that maximizes user expression while making things easy for our creators.
Great question! Currently in Preview, Script Capabilities allow you to sandbox code to control what it does and doesn’t have access to in your experience. We don’t currently have plans to make it easier to run code written by users in your experience beyond APIs such as loadstring, but it is something we are open to exploring. Let us know more about your specific use-case.
Yes, we are planning to expand the granularity of access permissions for Experiences, starting first with the ability to give Edit but no Publish permissions. We’ll then expand to View analytics permission as well. These permissions are already available if you are managing your collaboration through Groups.
Interesting question. I don’t think we have plans for anything like this at this time, but could you share more on what you’d like to achieve? Would love to understand it better and consider it in more detail. Thank you!
Thanks for the question! Improving Animation workflows is one of our top goals for the year.
Here’s a couple things we’re up to this year:
- Improving our animation tools in Studio to allow creators to animate anything in their experience and make it easier to share animations.
- An Animation Compositor is in the works to improve animation layering and blending at runtime.
These launches (and more!) will improve the default avatar this year. We’d love to hear more from all of our on more pain points so we can make releases great!
Good question. Sockets in generally, and websockets are currently not planned or on the roadmap, but we think this is an interesting feature with many use cases and are exploring it. Please feel free to share your use cases, and be on the look out for future surveys on this topic.
We’re constantly working to improve our moderation including on items uploaded to Marketplace. We’re using a bunch of metrics to improve both our human and automated safety systems, and this is something we’ll continue to prioritize. Please continue to report the content you see that violates our policies – it’s extremely helpful in making these systems more effective.
We are regularly reviewing how we can make the per-unit fees helpful for creators and plan to have more to share later this year.
Thanks for the question. We are actively working on improvements to our moderation systems that will hold groups and group owners accountable for bad behavior. Expect to see significant improvements throughout 2025.
Great question! We plan to add discreet permissions for your team members to access the ban tool by mid 2025.
Thanks for the question!
We know there’s been a lot of great feedback about the initial restrictions on our EditableImage and EditableMesh APIs.
There’s a balancing act here - we know there are so many powerful use cases still to unlock, but we want to move forward in a way that keeps creators in control of their own IP. We want to get to a place where there’s one consistent set of rules for what you can and can’t do with an asset, and where as much of this is controllable as possible by the asset creator. We’re actively working on this and hope to share more detail in the next few months.
We’d love to understand more about your use case. Which third party decals would be useful for you, and how are you using them?
Our vision is that everyone should be able to create on Roblox, no matter the device they’re on.
Later this year, we plan on releasing a new starter experience that focuses on creation and works well on mobile devices. It’ll be a simpler way to create instead of using the full power of Studio. Our plan for that experience is to make it collaborative, sharable and able to persist creations.
Also, we’re moving more UI components to Lua, which will simplify future integration of Studio tools and features into the starter experience.
This is an excellent question. We are re-evaluating our permissions models and how they interact with content in an experience (including a player’s avatar), but we don’t have a concrete answer to share right now. As we build out our permission system, we want to unlock additional capabilities while keeping creators in control of their IP. We also want to ensure the system can support the use cases at scale. Thank you for sharing what you’d like to do – we’ll add this to our list of use cases!
We understand catalog asset bugs are a concern for the community: we appreciate these reports. There’s always room to improve and do a better job communicating here, and we do intend to act on these.
There are different opinions about catalog asset bugs: some of you want us to leave these items as they are, while others want things updated. So we need to develop a system to determine which ones we ought to fix versus leave as part of our DevForum bugs effort.
That said, with limited resources, we can’t always fix everything we’d like to in a timely way, so we appreciate any patience you can offer. We’ll prioritize fixing the most important assets first and know that we’re otherwise working on the most impactful issues.
Good question. While we do not have this on our roadmap, we are revisiting this area as we look at enabling more types of content on the platform and as we see creators do impressive things with our UI framework to build 2D content. While we cannot commit to anything right now, please share any further thoughts on what you would like to see!
Good news here!
Since the RDC announcement, this feature is already live (in closed beta) across a small number of experiences. We’ve partnered with two commerce partners (including Shopify) to enable these creators to sell physical merchandise within experiences, and some of these purchases are being bundled with virtual items.
We’re planning to roll this capability out with Shopify more broadly in the coming months, and are finalizing the eligibility criteria to enable the bundling of virtual items on purchase. We’re still working on the eligibility criteria, and it might include the things you’d expect like ID verification and average earnings/DAUs as we scale the feature.