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).
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.
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!
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?
Great question. We would love for everyone to be able to access our powerful APIs, both Open Cloud and otherwise, without proxies as well. For the former, we’re actively working out a design to make Open Cloud APIs available in-experience. Lots of great functionality has been added to Open Cloud, and we know there’s great potential for these APIs in-experience.
Quality and stability are important to us so stay tuned on an update on timing later this year. Accessing other Roblox services without proxies is further out. Stay tuned for more updates on the Creator Roadmap.
Regarding Asset Privacy and Permissions, will there be a grace period for us to migrate from assets the may be made private? It seems like a issue if someone decides to make their asset private while it’s in use.
How does the moderation look for the future? We cannot have these features, if the moderation doesn’t improve and users keep on getting terminations, bans, warnings, etc. When can Roblox be transparent about these issues and not cover them up like it’s nothing?
I’m more then happy to get some people gathered up and talk about it in a call or text if y’all need us too. I’ve communicated this with Open Cloud team, and we’ve been waiting.
We’re diligently working on the beta release of our new Audio API which should be out in the next month or so. It includes highly anticipated controls over sound and voice that were previewed at RDC. You can access all the use cases you mentioned including exercising more control over spatial simulation of voice, modifying voice, walkie-talkies, push-to-talk, and more!