Filtering and script obfuscation aside, does Roblox allow us to encrypt our player/server data before sending it through its own systems(for example messaging service, memory store, data store, etc)? Or it breaks Roblox ToS? If so in which way and which part of it?
Obfuscation is only breaking terms of service if its a public roblox asset (such as model, plugin etc) but with this being said youre not allowed to encrypt / save any form of personal data
Why would you encrypt Server-to-Server channels?
because the data eventually gets used on the client however the id system approach would probably be the better way
I don’t see how this falls under this category; I think “uploading content” means publicly uploading assets(catalog, asset store, etc) and obfuscated code refers to hiding content from the developer not underlying Roblox systems. I also want to encrypt data which can be any form of data, not specifically code.
Basically if a developer decides to read the code or Roblox decides to manually check the experience, they will know what the data is, but Roblox systems in the middle(for example datastores), wont. That’s the main idea of it.
Unless its not personal information then you should be good since that the only thing roblox mentioned in terms of service
I saw that too but, a name could be considered personal.
@chat
Obfuscating is a way to keep other developers from stealing raw code and techniques used. It is used to protect intellectual property or trade secrets.
Encryption is a way to deal with hacking and/or data theft.
Both of these are skills to know as a programer in my opinion. Depeding on what you’re creating. As long as nothing is malicious, why wouldn’t a person develop these skills also…