As the OP of the post, I support this question and would love to hear what Roblox’s staff thinks about this.
We’ve received an additional feature related to grass decoration—the ability to adjust its height. However, there’s a requested feature that would enhance the experience. We would like the option to remove grass decoration from specific areas of the terrain without resorting to leafy grass.
Right! So, I think it would be nice to have two servers, one in São Paulo, Brazil and another in Santiago, Chile, maybe even in other places. I hope Roblox concludes the investigation and everything goes smoothly.
I like that you guys are working on a Ban API so people don’t need to invest time and resources into working with datastores or an external system to create their own moderation system.
As much as this is great, This has the possibility for abuse for games that use user generated models or levels that use scripts to communicate with the game and make things work. Without the ability to sandbox these scripts in an environment that the developers of the game can limit (which would be AWESOME), this leads developers to work on their own workarounds to prevent certain functions from being called - which leads me to this ban API.
Will this ban API provide a way for experiences to ** completely disable** the api all together, whether they have their own system and choose not to use it or choose not to use it and wish to disable it to prevent any backdoors from blocking a lot of users from joining. Just “not using the api” is not really a viable option for some, and can destroy possibly these experiences if we are not given an option to disable this ban api.
Well, since we are practically going for almost 100 days without any major incident, I wanted to ask you if there was practically an improvement, or if they say there is something else to improve, and what work they did to maintain almost 100 days without problems, and even endure major experience updates. Thank you in advance for the opportunity.
Today, we are using real world currency in areas where there are third party platform requirements or dynamics that make the use of real world currency more suitable (like Creator Store, and subscriptions within experiences). We will be learning from these areas and will use those learnings to determine where we have opportunities.
However, there are no active plans today to use it for other developer transactions in the near term.
We are working to improve how coloring/tinting happens, and we have an internal prototype of SurfaceAppearance tinting. We also have an initial API we’re experimenting with internally. We’re going to continue to work on this and understand this is a high priority request, but given the technical challenges here we have no date to announce right now.
My question concerns the Core UI for Virtual Reality.
Could we get more access to this Core UI, such as adding StarterGui:SetCore("VRBottomBar")
that allows some flexibility in behaviour like as fading away when minimized, exposing some events for buttons that are pressed on the VR BottomBar, being able to set the cframe or instance that the Core UI follows, and making the Core UI rotate with the z-axis of the camera when Camera.VRTiltAndRollEnabled
is true (for example, if the camera is upside down the Core UI and BottomBar will rotate upsidedown along with it so it’s still upright relative to the camera).
ABOUT TRADING SYSTEM
Does Roblox have plans to improve a better or significant changes for Trading system? After the two-day Holding Period update, the system seems to be more regressed and with dangerous potential for failed trades, as it is known that items with lower value fluctuate a lot and after this period the value is completely different. We want to know if the platform has the same objective as always with this system.
Are you guys thinking of feature where all UGC item recolors can be just in one item?
This would help on users discovering more items and would help the catalog look tidy.
Thanks for this chance to communicate with you guys and thanks for your big efforts for this platform!
We’ll begin onboarding plugins for USD in Feb, which will enable creators to earn 100% of sales revenue (after taxes and transaction fees).
We plan to enable creators to sell models via the Creator Store soon after plugins go live, likely in the 2nd quarter of the year.
Thanks for the questions! We ask to please keep it to one question per message to allow us to answer as many people as we can.
We aim to release the Audio API in the next month or so, so stay tuned! It will allow enabling AudioDeviceInput and new opportunities for routing audio.
We’re working on making accessory adjustments for avatars available in the first half of this year – it will provide positioning control over all accessories, including hats!
Is there any form of review system, user rating system for games planned?
Are there any plans to open up feature requests to members, like through a @Feature-Requests group?
What is the progress on occlusion culling that is expected to arrive this year and how is it going to be implemented? For example can it be turned on or off individually for games? Can parts be opt-out from culling? Would it work for all devices that Roblox currently is supported on including mobile devices?
Any ETA of a PerAxis for AlignOrientation? (So we don’t need to rely on legacy body movers like BodyGyro or make our own)
Be the Dev forum updated to the new version from discourse