So, I’m trying to use Custom TextChannels with TextChatService to see what I can do with it, and how I can Modify it, But I keep coming across the Issue with none of the Text Appearing when I Type and Send something in the Chat, This could be how I have set up the System, which is likely as I’m not the best when it comes to stuff like this, so I could be missing something very Important.
This is the Code on the Server after playing around with some functions,:AddUserAsync() appears to only work on the Server so I made this to see how it would work, It is likely I’m missing something here:
local TxtChatSvc = game:GetService("TextChatService") -- Service
local TestChn = TxtChatSvc.TestChannel -- TextChannel
game.Players.PlayerAdded:Connect(function(p)
TestChn:AddUserAsync(p.UserId) -- Adds TextSource for Player
end)
But what do I do on the Client? I have tried looking into Documentation about certain stuff like OnIncomingMessage and :SendAsync() to send Messages, but everything I have tried hasnt worked at all, There arent any Events being Fired, or any changes happening When the Player Sends a Message, so I’m not sure what to do now, There might be Something Important that I’m missing and if there is, I would like to know.
As a Side Note: I do not want Code, That is not what this is about, I’m just asking what I should do.
I still haven’t gotten completely used to the TextChatService either. I’m just sending this as an observation.
Text source
Players can send messages via TextSource under the condition that CanSend is enabled. It seems reasonable to always use :WaitForChild() on channels and sources.
SendAsync()
Only available on client.
SendingMessage (event)
Received by the calling client, moments before the server is signalled.
ShouldReceiveCallback (function)
Whether other clients should be recipients of the message or not. Determined by the server.
MessageReceived (event)
When the client who sent the message receives the server’s response. The previous “placeholder” message is replaced by this updated one.
OnIncomingMessage (event)
Fires both on the sender’s and other clients’ end; may only be connected locally. The step where styling can be applied.