Will Roblox Studio ever be following macOS design guidelines on the Mac, for example stuff in the Menu Bar rather than inside the Window?
Wouldn’t it make more sense for creators to receive the 40%? and for distribution to get 30%?
Or AT LEAST give it a 35/35 split?
where we make it even more seamless for item creators to design their own stores on the platform
Could you add a button to all of our item listings letting us link to an experience to assist with this? I’d love to promote a personal store more, but links in descriptions don’t work for mobile users (and it’s messy). Having a “shop in experience!” button or something would help us create better shopping experiences for players.
Hello, sleazel here.
Regarding this:
Can we get a clarification that, along with the game:
- datastores will be transferred,
- all additional game places along with the starting place,
- game marketplace products, badges and game passes,
- game stats, such as likes and visits.
Also is there anything else we should know about this feature?
Thank you.
Thank you for conducting this AMA, this level of communication is much appreicated. Roblox still lacks many basic features/tools that other engines have (notable ones listed below), will any of these be supported in the near future?
- Replicating instances to specific clients.
- Mesh Texture/Surface Appearance colour tinting.
- A ClientScriptService.
- Physics Rollbacks.
- Unreliable Events.
With the Global Wind, do you have any plans on making a wind area?
What I mean by that is, are there any plans on making different wind speed areas for grass?
Something like on a mountain, where the wind speed is higher and in a cave there’s no wind speed.
When will longer game trailers be a thing?
It’s apparently 31 seconds right now. Quite an annoyance for developers, but it would be harder to moderate the longer you allow us to make our trailers.
ello ello ello
It’s awesome to see this sort of interactivity between Roblox and it’s community, keep it up! All the new features and the fast pace of them rolling out is lovely and are making the workflow of Roblox more modern. Working with Roblox Studio is so much nicer than it was a few years ago .
Now onto the questions:
There’s seems to be a bug with the Parent and/or Adornee property of Highlights, if you set them from one instance to another, it can cause the highlight to apply to unintended instances. I thought this would’ve been fixed when the selection improvements released as I’m assuming that uses a Highlight and this issue may have been encountered, but apparently not. Is this a known bug? I’ll try to get some example places setup to show this bug.
The Developer Awards program was slowly rolled back, and has been mentioned to be returning by the lead of the program Gmama with the expectation of an update about it’s state in the coming weeks, however it’s been two months and there’s only silence. Is there any chance some sort of update could be made about what’s going on and why it’s been delayed so much?
And finally, here’s a quick-fire list of broad points I’ve gathered:
-
Look into allowing variable voxel size for Terrain, voxel sizes smaller than 4x4x4 would allow terrain to blend more easily with maps made with BaseParts.
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Add better ways to read information from sounds (and not just on the client), the only current property is PlaybackLoudness which is a unitless scale. Information such as decibels, hertz, BPM, etc, would be much more useful data to work with.
-
Add a built in function for evaluating a value at a specified time in a ColorSequence and NumberSequence, using a custom function is cumbersome and slow.
-
Maybe add
math.lerp(a, b, x)
for convenience sake. The:Lerp()
function already exists for many data types, but havingmath.lerp
would also allow individual numbers to be lerped too without having to make a custom function with the equation(a + (b - a) * x)
each time. -
Remove ‘Restart Studio’ prompt for changing studio settings that don’t require a restart.
-
Allow
FaceControls
properties to be editable by scripts to allow procedural animation of faces (not just pre-made animations). -
Make variants for accessories so re-skins can be bundled together rather than being displayed as individual accessories in the Avatar Store. This should help reduce clutter and discounts could be applied if a user purchases the entire bundle rather than just the base accessory.
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Add permission ‘View group funds’ to groups to allow members with certain roles to see group without needing to give spending permission or make them public to everyone.
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Make characters move along with BaseParts affected by AlignPosition, if they are standing on them (Works with legacy BodyPosition).
Are there any news relating to potential new networking APIs, like sending unreliable packets? Currently, you can only send information via an ordered reliable channel using remotes, which means that if one packet is dropped, all other requests will be halted. It would be very nice to be able to just send data without having to worry about lag spikes if a packet happens to not arrive. (This especially matters for users that have poorer connections, e.g mobile users connected via public WiFi, people living in rural areas etc.)
There has been a large amount of support for this, but there hasn’t been a lot of info on it or what is planned.
There are many ways in which users can discover experiences on the platform, ranging from home recommendations to search and discovery. Word of mouth also plays a big role in experience discovery and features like friend invites and friend activity can help users find the right experiences for them.
All of these platform features can reach any user on the platform, including users under the age of 13.
Sharing revenue is a common frustration for many creators. We are actively working on a complete overhaul of the ‘groups’ system, and this foundation will eventually make it easier to pay your collaborators.
We hope to have more specifics to share later this year.
Will the most-upvoted questions that were skipped be answered?
We are always tuning our search and recommendations systems to improve long-term engagement, monetization and the discovery of new experiences on the platform. The goal of the system is to match users with experiences they will love and to support the growth of our creator ecosystem. Our goal is to remove any limitation in terms of the quantity of experiences that get recommended and be responsive to trends or categories that users are showing interest in.
Recommendations are an area that we will continually iterate on, including not only what we recommend but also how those recommendations are presented to users.
A goal of allowing anyone on our platform to be able to create items in the Marketplace is to drive more innovation, breadth and quantity of content. As a result, this will drive more users to the platform and to the Marketplace.
We believe that with more users being able to discover the things that they love in the Marketplace, all creators will be able to benefit.
Just a quick followup on this - a great example of good communication can be seen with the “Roblox Creator Analytics” guilded server, ran by the product managers on the creator analytics team. It’s active, two-way communication and feedback between developers and product managers, which leads to a better product and assured developers. More of this is what developers want for programs, engine features and platform policies.
Hi,
In the roadmap, there are plans to make the UGC program public before the end of this year. As the UGC program expands and more creators join, there is also growing competition, making it increasingly challenging to earn a sustainable income.
Currently, UGC creators earn 30% for every sale of their item, while developers earn 40% simply by selling other people’s items in their games. This distribution seems disproportionate, as affiliates receive a higher revenue percentage than the original creator of the item.
Are there any plans to address this issue when UGC goes public and potentially switch the percentages between UGC creators and developers to make it more equitable and rewarding for UGC creators?
When can we expect a clear totals page for groups to see exactly how much an experience has made for a set amount of time. This feels like it should be the most important feature yet all we have are separate totals. A 1-number display of gamepass sales, products, commissions, premium payouts, etc. is an extremely useful and valuable piece of information.
Hello Dan and Manuel! I was curious about the “Create rich and lifelike worlds” part and i was wondering if there will ever be a “Falloff” option for PointLights, SurfaceLights, etc. Since in my opinion the falloff of the lights feel very unrealistic. Thank you!
At the very least, does it not make more sense to flip these - give the creator of the UGC item the 40% cut and give 30% to the facilitator of the sale?
I think this should be the bare minimum given creators get 70% of the Robux amount from classic clothing, gamepasses and devproducts
so i take it then that there are not any plans in the works… Shame.
We are committed to respecting creator IP. Regarding generative AI, we can assure you that we are not training our AI model on any of your experiences. As we introduce new AI features or make changes to our AI models, we will continue to engage in open and transparent communication with our community throughout this process, and respect the IP holder’s wishes. We will only use a creator’s data to train the tool when a creator has opted in to sharing (and if for some reason that policy were ever to change, we’ll be clear about it).
We do reserve the right to use all assets for training internal models e.g. for safety and detecting bad content or experience recommendations. Copying of work is a focus and was addressed in this answer. When we detect such violations and remove the asset, we’ll train them out of our models.