I’m interested in learning more about this upcoming update in particular:
Community-led Marketplace - Anyone can publish avatar items to the Marketplace (Late 2023)
Have the conditions that must be met in order to publish avatar items to the marketplace been determined and if so, what are they (ex. “Any fee to pay (ex. 750R$) per UGC upload?”, “Active Premium subscription requirement?”, “Asset geometry requirements (ex. vert. tri. etc. limit)?” etc.). I was thinking perhaps the current conditions would change for the public release by tightening or loosening the current upload requirements. Maybe it’ll just stay the same. Would appreciate a clarification.
I’m interested in learning this information so that I am prepared for the update as a Roblox user interested in investing into UGC.
Render order. (Being able to change the layer that something is rendered on, so it can be in front or behind of other objects.)
Masking. (Being able to “cut off” a part of an object, and hopefully UI elements too, without actually cutting it off. Just preventing a masked part from rendering/being visible. There are other uses for masking too.)
Hello hello! I know there are plans to rework groups “from the ground up” and was wondering if you all could provide any more information on what this entails?
I currently am the owner of a group that holds all the experiences I’ve created. I’d like to have more granular control on which developers can interact with the places under the group. Right now I have to give developers access to all the places under the group if for example they want to upload an animation to it. There’s also the issue with distributing group funds, is there plans to add the ability to distribute group funds based on an experience and not the entire group funds?
The overall idea would be to treat groups like organizations, and within these organizations could have “groups” that have finer control over experiences. This prevents having to create a new group per project which in return then allows you to grow a centralized fan base in one organization rather than having them spread apart against a lot of different organizations.
This is an area I have always felt was lacking and am excited to hear if any of these changes are planned or are being implemented!
Not directly related to the announcements made at RDC, but are there any plans to improve on the universal client? Since it’s release 80% of the client is still just a browser pop-up & the performance leaves a lot to be desired.
As of now, the Export Selection in Studio only allows you to export as a .obj file. Will there ever be support to export as other formats, such as .fbx and .glTF?
Will there ever be better tools to debug memory leaks? What we have currently is semi-decent, but I’d love more in-depth tools such as origins or objects that take up a lot of memory.
Will we ever get official support for control over the avatar editor backgrounds and VR home enviroment? Currently it’s unoffically possible by tinkering and swapping the mobile.rbxl and the file responsible for the home enviroment. I gave it a try and it looks pretty cool, the only downside that the skybox outside is theme-colored alongside with a thick fog.
I’m ranking my questions based on priority now, so here’s another:
How much of a priority is it to improve Hyperion to patch more exploits which lead to executors/injectors continuing to work? Right now, even after the 64-bit client, anti cheat is still a high priority because of people using injectors, mainly via the UWP app.
I’ve seen that Roblox is adding a new feature for webcam upper body tracking and has recently launched on the Meta Quest. Will there be any future plans for Roblox to support full body tracking for VR?
Actually, the UWP application does have Hyperion inside of it (quite a long time ago). I’m not going into the specifics but currently no exploit executors/injectors are working (from my own knowledge).
At RDC and an investor’s call, something was mentioned about clothing designing changing on the platform. Rather than it being done with a flat template and being overlayed as a texture like the current way to do 2D clothing, you would paint a texture over a layered clothing mesh. What exactly does that entail?
Will the ability to customize studio icons entirely be possible in the near future? I asked this in the previous AMA but didn’t get an answer.
Why can’t we view sales on our assets through the dashboard, and why is the ability to view sales through the API removed?
What happened to expanding the UGC program for classic, 2D faces? When UGC was first announced, we were told that this would happen? But based on this statement regarding the release of UGC faces, I am not entirely sure.
Thanks for sharing your questions. To ensure we’re engaging with as many creators as possible we ask that everyone keep to one question per message. Can you reduce or consolidate? Thanks so much!
right now models and plugins are the assets most used by our community in Creator Marketplace, and we believe they have the highest potential for earning for our creators today. currently, the plan is to expand Creator Marketplace to allow selling of models in addition to plug-ins.
we are always looking to expand the ways creators can earn, so we are considering other asset types in the future. some of these may have significant IP hurdles that would need to be addressed, so we are not supporting those yet.
as mentioned in my response to YasuYoshida, we’re not yet ready to support selling other asset types beyond models and packages, but are certainly looking into it!
Will there be different graphics settings for the ROBLOX client? Currently, the client only has a single 1-10 bar to adjust graphics, which doesn’t give players a lot of room to adjust certain aspects about the performance of the game. I’d love to see different options such as effects, post-processing, rendering distance (up to developer StreamingMaxDistance), anti-aliasing, shadow quality, and a lot more.
Will we see more tools to improve testing in Studio?
Examples:
Simulated hardware limitations for a given hardware profile. (Preferably with the option to add custom profiles.)
Solve minor parody issues between simulated and live devices. (An example would be a particular issue with text scaling in a scrolling frame, but I had found another solution around it a while back.)
Being able to enable/disable or switch between emulated devices while in test mode.
Simulate lower/custom network speeds. (Ping.)
Fix test server closing. (It only closes all studio windows if you click “Clean Up” in the server window, and no other window.)
I had asked this in the previous one but it got locked.
Whats in the pipeline regarding plugin functionality, one feature I’ve been requesting for a few months now is deeper access to the underlying analysis tooling (AST tokens etc.) to make reading script behaviour and shape easier.